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==================== \ / ======================= \ / ==================
FAQ/Walkthrough ) ¯ ( Author: Banjo2553 ) ¯ ( Copyright 2010
==================== / ¯ \ ======================= / ¯ \ ==================
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Hello, this is my Super Metroid guide! This will be structured similarly to my
other 2D Metroid game guides, with mini-maps and descriptions on where to go
and what to get. Only difference here is that this game does have an in-game
map, so mine will only be used for quick reference.
Super Metroid is a critically renowned entry to the Metroid series. It is
considered one of the best Metroids out there. While I may not agree, it's
definitely an amazing game, and its gameplay set the standard for future
Metroid titles. Being on the Super Nintendo, the game takes full advantage of
the SNES controller. You'll see how in the Gameplay section.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
_______ ______
|_ _| | |
| | | ---|
|___| able of |______|ontents
I. Story
II. Gameplay
III. Walkthrough
a. Beginnings
b. Kraid and the Flora
c. Speed and Freeze in Hell
d. Brinstar to Norfair Again
e. Wrecking Ghosts
f. Maridian Discoveries
g. Playing Catch-Up
h. Fight Near Planet's Core
i. The Zebesian Extinction
IV. Items
a. Upgrades
b. Missile Tanks
c. Super Missile Tanks
d. Energy Tanks
e. Power Bomb Tanks
f. Reserve Tanks
V. Creatures
a. Enemies
b. Bosses
VI. Legal Notices
VII. Credits
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/ ========================================================================= \
( S T O R Y )
\ ========================================================================= /
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This displays the story featured on the instruction manual for the game. Yeah.
It pretty much recaps Metroid 1 and 2's story and leads on to this game's
story, much like the in-game intro.
===============================================================================
-------------------------
Broken Peace
¯¯¯¯¯¯¯¯¯¯¯¯
The galaxy once enjoyed a period of peace and prosperity. Trade lines were
open, the citizens were happy and the Galactic Federation kept a watchful eye
over the planets. Not long ago, that peace was broken by a startling discovery.
-------------------------
The Dawn of the Metroids
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
On a routine survey mission of the planet SR388, the crew of a Galactic
Federation vessel discovered a new airborne life form and gave it the name
"Metroid." These creatures, which could engulf other living beings and take
away their energy, proved to be strong and prolific. After just a few seconds
of Beta-Ray bombardment, a single Metroid became two Metroids, and then four.
Several Metroid specimens were gathered so that the survey vessel crew could
take them to Galactic Federation Headquarters for further examination.
As the crew sped towards headquarters, they were ambushed by space pirates from
the planet Zebes. The pirates stole the Metroids and took them to their home
planet, where the planet-leading Mother Brain created a Metroid force.
-------------------------
Enter Samus
¯¯¯¯¯¯¯¯¯¯¯
Bounty hunter Samus Aran was commissioned by the Galactic Federation to
eliminate the space pirates and do away with the dangerous Metroids. Samus
landed on Zebes alone and carried out her mission with speed and precision.
After the skirmish on Zebes, a special corps was assigned by the Galactic
Federation to destroy the Metroids on SR388. That corps was never heard from
again. The Supreme Council gave Samus the job to fly to SR388 and do what the
special corps could not do--make the Metroids extinct.
-------------------------
Return to SR388
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The Metroids on SR388 were more advanced than the creatures on Zebes. These
monsters could shed their skins and grow even stronger. Samus worked deep below
the surface and blasted all the Metroids in her path. Her final victory was
against the enormous Metroid Queen. When the queen was defeated, Samus
discovered a Metroid egg which hatched before her eyes. Even this hardened
bounty hunter could not destroy the Metroid larva. When the larva sensed Samus'
presence, it clung to her as though it had found its mother.
Samus packed up the Metroid larva and took it with her to the Space Science
Academy on the Galactic Federation Space Colony where scientists could study
the creature and understand its special organic structure.
-------------------------
A New Discovery
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The Science Academy scientists found out that the energy-producing properties
of the Metroid could benefit humankind. Their report suggested that the
Metroids may have originally been created for peaceful purposes. Just when it
seemed peace and order had been restored, Samus received an emergency directive
from the Galactic Federation:
EMERGENCY! EMERGENCY! RETURN IMMEDIATELY TO THE SPACE SCIENCE ACADEMY!
When Samus made her way to the research facility, she found the building in
ruins and the Metroid larva was nowhere to be found. Out from the darkness came
a group of Zebesian space pirates and their leader, Ridley, who had the Metroid
larva in tow. The pirates fled to a rebuilt planet Zebes and Samus followed
them, resolving to finish them off and save the hatchling!
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/ ========================================================================= \
( G A M E P L A Y )
\ ========================================================================= /
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Super Metroid is a great game. It features excellent controls and gameplay. The
default controls are below, but remember that you can alter them to your
liking, something other Metroid games sadly don't feature, for whatever reason.
START: Brings up the in-game map. R can switch to the Samus screen.
SELECT: Switch abilities.
D-Pad: Left and right move Samus. Up lets her aim upward. Down lets her crouch.
L Button: Hold to have Samus aim at a downward diagonal direction.
R Button: Hold to have Samus aim at an upward diagonal direction.
A Button: Jump
B Button: Hold to make Samus run faster.
X Button: Shoot
Y Button: Item Cancel. Press this to revert to the Beam weapon instantly.
All buttons except the Directional Pad and the Start Button can be changed in
their functions. Complete freedom! Super Metroid features an evolved gameplay
from the original Metroid by giving you more control over Samus. Samus can now
aim in eight directions (even via the D-Pad as well while moving), run faster
by command, control exact jump height, and even crouch to hit low enemies.
When Samus is in the air, the D-Pad lets her aim in any of the eight
directions. Holding the Shoot button lets Samus rapid-fire unless she has the
new Charge function equipped. Speaking of equips, this game features an
equipment screen in which you can review and turn on/off specific abilities,
upgrades, and weapons. It really makes for an immersive experience. This game
also allows Beam stacking. Any Beam that you collect can simply add to your
Beam's total power and add a new function to the Beam. The only two Beams that
cannot be combined together without glitching the game are the Spazer and
Plasma Beams. This Beam stacking is a godsend, that way you aren't stuck to
whatever Beam you got beforehand.
Before starting the game, you're given options to change your controls,
language settings, and even special control settings. What's in the special
controls? Well, you can set Item Cancel to be Automatic or Manual. The default
is Manual, where you have to press the specified Item Cancel button to switch
back to the default weapon (Beam). Switching to Auto makes it so that the game
switches to the default weapon automatically whenever you enter a door. The
other special control is the Moon Walk. If turned on, Samus can walk backwards
while charging her Beam if you move in the opposite direction.
______________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
There are also little-known abilities that Samus can do in the game. The most
basic one is the Pseudo-Screw Attack. While the Beam is charged, if Samus
performs her somersault jump, she'll be encased in energy. By running into an
enemy, she can damage said enemy with the same damage her Charge Shots can
give.
Another is the backflip. To do this, it's a bit tricky. You have to press the
jump button and the opposite direction Samus is facing the SECOND she takes
damage. Instead of her usual flinch, she'll backflip a fast distance away. It's
a fairly useless technique though, I find.
The Bomb Scatter technique lays five Morph Ball Bombs on the ground that are
affected by physics and can roll down hills. Do this by simply charging your
Beam and then going into Morph Ball mode.
Another is the Power Bomb Charge Combos. To do this, select only one Beam and
the Charge function, highlight the Power Bombs in the HUD (Heads-Up Display),
and Charge the Beam. Something will happen related to said Beam while using up
one Power Bomb. The Beams in the Items section will explain what these Charge
Combos do.
The most famous hidden ability is the Crystal Flash. To perform this, you must
first have 49 or less energy without spare Energy Tanks, 10 or more Missiles,
and at least 11 Power Bombs. Select the Power Bomb, then go into Morph Ball
mode. Press and hold L, R, the shoot button, and down on the D-Pad. By hitting
the shoot button, you'll lay the Power Bomb, and if you meet all criteria,
Samus will absorb the blast and encase herself in a large bubble of energy,
healing her energy by using her Power Bomb ammunition. These abilities are
shown via an in-game demo, but said demo must be unlocked by beating the game
at least once.
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/ ========================================================================= \
( W A L K T H R O U G H )
\ ========================================================================= /
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Well, this is the main part of the guide. This will detail how to get 100% item
collection the normal way in the most efficient way possible for the best
ending. I will provide sequence breaks (the ones I know, anyway) to some items
in the Items section. Anyway, to start the game, press any button in the title
screen to be taken to the File Select. If starting a new game, you'll be taken
to some preliminary options for your file, such as custom controls, features,
and whatnot. If loading a file already, it takes you to a map of the world
showing where you last saved before finally starting you off.
A new game starts off with a bit of an intro. It just briefly describes the
plot of the previous two games that lead into this one. She basically takes the
last Metroid from SR388 to Ceres Station for research purposes, leaves, and
gets a signal that it's been attacked! So Samus hurriedly flies back to the
Station.
O = Item yet to be acquired
* = Acquired item
S = Save Station (also used for Ship)
M = Map Station
R = Refill Station (used for either energy or ammo stations)
: = Door (any kind) (= is used for horizontal door)
} or { = Fake Wall (" is used for fake floors or ceilings)
1, 2, 3, etc. = (for the more complicated maps, these denote where each part of
the map connects to: 1 connects to 1, 2 connects to 2, etc.)
_____________________________________________________________________________
(=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=)
/ Beginnings
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- The beginning is really simple. You explore the desolate station in search of
Ridley, but there's only one path from the beginning to the end. So I find no
need of showing a map of this place on the guide. Along the way you will find
the bloody remains of dead researchers...and the Baby Metroid isn't there!
Continue to the end to find the Baby! But...what's this?
- Ridley! Samus's archnemesis has the Baby Metroid and fights you. Now, there
are two outcomes to this battle. Either you win, or you lose. Most people lose
the fight. What happens is that you take enough damage until you're
low...about less than 30 energy. Ridley leaves with the Baby and starts the
bomb timer. What happens if you win? Well, if you shoot him enough times
without taking too much damage, he will drop the Baby Metroid and flee...does
this mean you already win the game? Nope. He immediately comes back, snatches
the Baby, and flees, starting the bomb timer. So it really doesn't matter what
happens here. It takes about 50 shots (I think) to get the "win" scenario.
- Once the timer starts, obviously you have to escape. It's 1 minute, but that
is plenty of time. As you get farther, some steam and debris from the ceiling
can hit you and hinder your progress a bit, but all that doesn't hurt Samus.
Just makes her flinch. The final area is a bit disorienting because it tilts
and there's lots of steam coming from the platforms. This little area ends
once you step onto the elevator. A cinematic shows Samus fleeing with her ship
just as the station explodes (you will be seeing the explosion animation
later, trust me). Then, you'll be introduced to Planet Zebes. Yep, this place
isn't gone, and Ridley has fled here, so it's time for an epic quest through
the planet's areas in search of the Baby Metroid!
----------------------------------------------
_________________________________
|.._____________________________..|
|:/ \:|
|| ___________ ||
|| | | ||
|| | : ||
|| } | ||
|| ____________| | ||
|| } : S : ||
|| | |¯| |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ||
|| : | | : ||
|| : : ¯¯ ||
|| |_| ||
|| |¯| CRATERIA ||
|| | | ||
|| | | ||
|| | | ||
|| | | ||
|| | | ||
|| | | ||
|| | {_______ ||
|| | : : | ||
|| ¯¯¯¯¯¯¯| | ||
|| | ||
|| v ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Once you land on the rainy Zebes, you'll find it's pretty quiet except for
the occasional thunder strike. Head left since it's the only way you can go,
and enter the door by shooting it. You'll be entering doors by shooting them,
so yeah. Follow the tunnel here, again eerily empty. You'll find a pathway
underneath a raised portion of ground, but you can't reach it. Just continue
left until you get to a hole. Drop down this here. You'll pass several doors.
One of them you can enter, but you can't do anything in the room past it, so
just continue down and go through the door in the floor.
- You'll arrive at a place that may look familiar to you if you finished the
original Metroid...wonder what it could be? Drop down this metal shaft until
you eventually get to the bottom. There's a door. Enter it. This place should
definitely be familiar. It's the ruins of the original Tourian from the first
game! You even see where Mother Brain used to be! Still, no enemies yet is
kinda creepy. Follow this area until you get to a door. Enter it and you will
see an elevator. Huh, I don't remember this from the original game. Something
must've changed. Oh well. To use elevators, get on top of them and press down.
If you need to go up an elevator, press up instead. Simple.
----------------------------------------------
_____________________________
|.._________________________..|
|:/ \:|
|| | ||
|| v ||
|| _| |___________ ||
|| |O : : O| ||
|| ¯¯¯¯¯¯¯¯1¯¯¯¯¯¯ ||
|| ||
|| __1 ||
|| BRINSTAR |O: | ||
|| ¯¯¯ ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Oh, look at this! This is the hall in Brinstar where you first started the
original game! Nice touches here...looks a bit smaller than it used to. I
guess it was sprite limitations. Anyway, head left, over the obstacle, and
pick up the Morphing Ball! Just like the original game as well. This item lets
Samus roll into her Morph Ball form. To do so, press down on the D-Pad twice.
You can turn into the Morph Ball from the ground or the air.
[[MORPH BALL ACQUIRED]]
- Oh, woah, what's this? A surveillance spotlight just spotted us...okay. I
take it we're going to encounter enemies here soon. Crouch, shoot away the
block, and Morph Ball through. Move right and enter the door. You'll be in
the room where the old entrance to Kraid used to be. Shoot down through the
blocks here and get to the bottom. Roll under the rock to reach the door here,
and enter it. Inside is a Chozo Statue. Shoot the Item Sphere it's holding and
you will find the Missiles! Now you can shoot Missiles! To do this, press the
Item Select button so they're highlighted, then just fire them. Save your ammo
though. [MISSILE TANKS: 01/46]
- Exit the room then go back up. Open the red door here with those 5 Missiles
you have, and proceed. In this hall, go to the end (there's an Energy Tank up
hidden on the roof just like in the original game, but you can't reach it
right now), and roll under the rock here. Grab the Missile Tank to upgrade
your max ammunition by 5. That's what each Missile Tank does in the game. And
there's another spotlight. [MISSILE TANKS: 02/46]
- Well, that's all we can do here in this nostalgia-fest of an area. Head back
to the elevator and take it up. Remember that you need to press up for these
kinds of elevators.
----------------------------------------------
_____________________________________
|.._________________________________..|
|:/ \:|
|| ___________ ||
|| <-: } : ||
|| ¯¯| |¯¯1¯¯¯ ||
|| _____: |_______ ||
|| |O: : : :M| ||
|| ¯¯¯¯¯|_|¯¯¯¯¯¯¯ 1 ||
|| |¯| | |_______ ||
|| | | | : :O| ||
|| | | ¯¯¯¯¯¯¯¯¯ ||
|| | | ||
|| | | ||
|| | | ||
|| | | ||
|| | {_______ ||
|| | : : | ||
|| ¯|O|¯¯¯| | ||
|| ¯ ^ ||
|| | CRATERIA ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Heading back up to Crateria, you'll notice one thing...the lights are on and
enemies are now sprawled around Crateria! You'll first encounter some weak
Zebesian space pirates. They go down in one shot. Just go left and back up
the "escape shaft."
- Back onto the natural part of Crateria, you'll spot Geemers and Rippers.
Classic enemies. Geemers go down in one shot, while the brown floating Rippers
are invulnerable. At least at the moment. When you get to two doors, take the
red one. You still can't do much with the left one. In this new hall, get past
the Mellows and the Reo and open the door at the end. Inside is a Map Station!
Walk up to it and it will be downloaded. Now you practically have the full map
of Crateria, excluding hidden rooms.
- Head back and climb up some more. The door behind the rock you can Morph
under holds a Save Station if you want to save. Keep going up, then go right.
Kill or avoid the Skrees here and use the Morph Ball to get through a tunnel.
Drop, and enter the door down here. Run and shoot down the Mellow swarm, and
open the red door. Inside, shoot the Item Sphere and grab the Bombs. Yay, now
you can plant Bombs while in Morph Ball form!
[[MORPH BALL BOMBS ACQUIRED]]
:::::::::::::::::::::
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BOSS: Torizo
¯¯¯¯¯¯¯¯¯¯¯¯
- Er, wait...you can't exit. What's going on...oh crap, the statue's alive!
It's a Torizo, a live Chozo Statue built by the Chozo as a defense mechanism.
This can walk around and fire explosive Item Spheres at you. You can shoot the
Item Spheres for ammo and energy if you need it. Just use Missiles whenever
you can. Eventually pieces of the Torizo will explode off, dripping body
fluids. Ew. More damage and its HEAD blows off! And it still walks around, but
much faster! Just a few more Missiles from there and it's finally dead.
_____________________
:::::::::::::::::::::
- Head back. You can get up out of here via the right entrance at the top. Just
use your newfound Bombs to get out. Once you're out, head left. Take a tiny
detour and go back down, past the Save Station. Enter the door to the left of
where the red door was. In here, use the Morph Ball to roll through the tunnel
and Bomb your way the rest of it. Enter the door here and you'll find a
Missile Tank! [MISSILE TANKS: 03/46]
- Head back (there's a hidden Morph Ball tunnel right above the visible one to
make the exit a few seconds faster) and go down even further, down to the
bottom of old Tourian's escape shaft. Now, start Bombing around where Mother
Brain used to be to find weak blocks! Keep Bombing your way down and
eventually you'll find a tiny room with a Missile Tank! [MISSILE TANKS: 04/46]
Grab that, then head all the way back up. Now, at the top of Crateria, you'll
see that part of the left wall is discolored. Bomb your way through that.
Enter the door.
----------------------------------------------
___________________________________
|.._______________________________..|
|:/ \:|
|| _______ ||
|| ______/ :<- ||
|| | :O /¯¯¯¯¯¯ ||
|| _________| |¯¯¯¯¯ ||
|| | : : :¯¯¯¯¯¯¯¯¯:¯| ||
|| | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ||
|| | ||
|| v CRATERIA ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
(Excuse the non-accurate first room in this map. I can't correctly convey Super
Metroid's slanted rooms with ASCII line art.)
- In this weirdly-colored room, go down while avoiding the Wavers and Geemers,
and you will find an Energy Tank at the bottom! Yay! [ENERGY TANKS: 01/14]
Head through the door, and as you go down some more, you'll find upgraded
Zebesians. These are green, and they're invulnerable to the Power Beam. So,
use Missiles to kill them. At the bottom, you have two choices. Take the right
door, for curiosity's sake.
- Ooh...metal hallway. Seems suspicious. Walk through to its end, and enter the
door. On the other side is a big statue with creepy music playing! This statue
represents the bosses that you need to fight in this game. There are four in
total. Once all four are defeated, you can head back here to gain access to
the final area: the rebuilt Tourian! So we have an objective here! Head back
and take the left door this time.
- Head through another oddly-colored cavern, containing silver Geemers (which
are invulnerable at the moment) and Kago hives. Kago hives can be shot,
releasing very small Kago. These Kago don't damage Samus much at all, but do
drop energy and ammo. Eventually, Kago hives explode if damaged enough. Either
way, continue left and you will find an elevator. Go down to enter the brand
new Brinstar!
____________________________ __ _ _
/ END SECTION /
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Missile Tanks: 4/46
- Energy Tanks: 1/14
Upgrades:
Morph Ball
Bombs
_____________________________________________________________________________
(=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=)
/ Kraid and the Flora
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
________________________________________
|..____________________________________..|
|:/ \:|
|| | ||
|| _______ v ______ ||
|| |M: 1 | | 2 O : ||
|| ¯¯¯¯¯¯¯ | | ¯¯¯¯¯¯ ||
|| _ 1: :2 ||
|| |S<--: |______________ ||
|| _____ ¯ 3: : :-> ||
|| _| 3 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ||
|| |R: |¯¯¯ ||
|| ¯¯¯ BRINSTAR ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Now you're in to the green Brinstar. Go down, past the Zeelas and the Ripper
II to find some red doors. Open the first left one you see. In here, kill the
small Sidehopper and the Zeelas ahead. When you get to a wall, Bomb your way
the rest through. Past the door is a Map Station! Yay. Head back. Make sure
to kill all enemies otherwise the door won't open.
- Shoot open the right red door now. You can't do much here, just avoid the
Zebs coming out of the Air Hole, and walk onto the collapsible bridge above
to fall to a Missile Tank. [MISSILE TANKS: 05/46] Bomb your way back out to
where the elevator is. Go down some more to find another red door. Open that
for a Save Station. Further down are two more red doors. Open the one on the
right before you open the left one and enter that. You'll see why.
- Go through the illuminated hall while avoiding the Fire Fleas. Don't shoot
them or touch them, as they provide the light for this area. It'll be pitch
black if all of them are killed. So get to the end and open the door for a
handy Missile refill. Kind of out of the way, but then again not really. Use
it then head back out. Take the right door.
- Woah, everything kinda looks pink. Thankfully not flamboyant pink. Er...um,
anyway, head right, killing the Zeelas and Reos, and you'll get to a wall. The
logical solution is to Bomb through that, so do it! On the other side, start
running, as Metarees will come bombing down very quickly. They're basically
just faster Skrees with metal wings. Enter the door to a fairly large room.
----------------------------------------------
___________________________
|.._______________________..|
|:/ \:|
|| _____ ||
|| | : | ||
|| | |¯|"| ||
|| _____________|_| | | ||
|| |S: } : ¯| | | ||
|| ¯¯¯| |¯¯¯¯¯¯¯ | | ||
|| ->: | | | ||
|| | | | | ||
|| : :_________| | ||
|| | } O| ||
|| |O :¯¯¯¯¯¯¯¯¯¯¯ ||
|| |O|¯ --> ||
|| ¯ BRINSTAR ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- You have two choices: go down, or go up. To save time, let's go up, as we'll
be heading back to this room soon. After getting past a small Sidehopper and
getting to the top, you may notice something peculiar on the left wall: a
ledge with an opening between it and the wall above. Get in there with the
Morph Ball and Bomb. There's a secret Save Station here past the door! Use it
if you want, but head right next, and enter the red door there.
- Inside, you'll find flying Keyhunters. You'll need to kill these to progress,
so use some Missiles. Be warned that they can spit acid and dive bomb you.
Once these are gone, the door up in the ceiling will be openable. Go in.
:::::::::::::::::::::
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BOSS: Spore Spawn
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Uh, what's this? Spores falling from the ceiling? A giant plant swinging
around? This is the Spore Spawn miniboss. A lot may be going on right now,
what with the spores and Spore Spawn itself, but a safe spot from both of
those is crouching just to the left of the door. This way you can shoot the
spores when they come to you and avoid Spawn. Once Spore Spawn opens up, jump
up and shoot Missiles at its core. After about six Missiles, it starts going a
lot faster. I'd suggest being in Morph Ball at this point. Four more Missiles
to its core will kill it, making the whole room dry up.
_____________________
:::::::::::::::::::::
- Grab the drops, and use Spore Spawn's dead body to climb up further. Enter
the door at the top. Get past the Zebs and step on the Air Hole against the
wall to fall down a looooooong shaft, landing finally in front of a Chozo
statue holding a Super Missile Tank. Grab it! These powerful projectiles can
be used as...more powerful Missiles. They're faster, the impact can make small
creatures fall from the ceiling (yay for pointless details), can destroy Super
Missile blocks, and can open green doors. A Super Missile can also open a red
door with one shot. Anyway, head left and enter the door. [SUPER MISSILE
TANKS: 01/10]
- Get past the Zebs, and shoot open the green door with a Super Missile. Enter.
In the adjacent room, it appears to be a dead-end, but never fear! Get on the
raised part, crouch, and fire a Super Missile at the left wall. Super Missile
block = destroyed. Roll the Morph Ball through, and Bomb the last part to
return to the large pink room. Now make your way down to the bottom, where
you find a weird bunching of ground with an opening in the middle. There's
also a Missile Tank in plain sight, so grab it. [MISSILE TANKS: 06/46]
- See the mound to the right? There's some obvious blocks on the ground. Bomb
them and roll in to fall into a room with a Chozo statue. Shoot the Item
Sphere for the Charge Beam! This nifty new item allows Samus to charge her
Beam by holding the shoot button. Charged shots do a little bit more damage
than Missiles do, but can't be fired as fast. You can do a pseudo-Screw Attack
by somersault jumping while charging. This can be used to kill small enemies.
Anyway, exit this room, and go through that opening. Enter the green door on
the other side.
[[CHARGE BEAM ACQUIRED]]
----------------------------------------------
___________________________________________
|.._______________________________________..|
|:/ \:|
|| __ ||
|| _____ | : ||
|| ->: :___ | | ||
|| | {O| | | ||
|| ¯¯¯| ¯¯¯¯¯|_______________| | ||
|| ¯¯¯| : : | ||
|| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | ||
|| : | ||
|| |"| ||
|| _| | ||
|| |R: :-> ||
|| BRINSTAR ¯¯¯¯ ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Go down this green room while avoiding the Geegas from the Air Holes. Not too
big of a deal. Now, watch the right wall as you go down. Once you see an Air
Hole close to the ceiling, Wall Jump up there. To Wall Jump, somersault jump
toward a wall, then once you touch it, move away from the wall. You should see
Samus's sprite change for a second. During this sprite change, press the jump
button to jump from the wall. It takes some timing to get it right. Remember
that the opposite direction and jump should not be pressed at the same time,
but not too far apart either. You're not supposed to "learn" this until much
later in the game in a specific room here, but since you have the ability from
the start of the game, I figure why not teach it to you now? Anyway, once
you're inside that Air Hole, roll through as the Morph Ball to grab a Missile
Tank. [MISSILE TANKS: 07/46]
- Keep going down this room. Kill the small Sidehoppers, and you'll get to a
gate. Now this is a one-way. Once you pass it, you can't go back this way. Aim
up and shoot the blue panel to open the gate. Kill the other small Sidehoppers
and enter the door here to enter a room that stumped a lot of people. Kill the
Cacatac here and move a little to find a bridge with a ceiling of spikes above
it. The bridge is collapsible. Now, why do people get stuck here? They forget
about the run button. Use it to get across this bridge. Enter the green door
ahead to enter red Brinstar. (Many different colors of Brinstar, isn't there?)
- You aren't really supposed to go up yet, so go down. Avoid the Geegas, and
you will eventually see a yellow door enclosed in ground. Plant some Bombs
here and you will see a way down. If you happen to Bomb the piece of ground to
the right, a Beetom will make itself known. This frog-like creature can suck
Samus's energy like a parasite. If it latches on, kill it with Bombs. Keep
going down. At the bottom are two doors. The green door leads to an energy
refill. The right door lets you continue on.
----------------------------------------------
___________________________
|.._______________________..|
|:/ \:|
|| _____ ||
|| | :O| ||
|| 1¯¯¯¯ ||
|| ||
|| _____1___ _ _ ___ ||
|| ->: :" : : { ||
|| ¯¯¯¯¯¯¯¯¯ ¯ ¯ | | ||
|| | ||
|| BRINSTAR v ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- You'll get to a watery room. Use a running jump to cross it, beware the
Skrees, and enter the next room. In here are some Yapping Maws. Avoid them if
you can. You'll see a discolored block in the ceiling right here. If you can't
Wall Jump well yet, you can skip this and wait for the High Jump Boots, but
if you want to get it now, then shoot the block, and Wall Jump up there. At
the top, Bomb the first block, then shoot the second one (as there's a trap if
you Bomb the second one, you'll fall). Roll through, then enter the green
door. Inside is the Spazer Beam! Now your Beam can fire in triplicate and is a
bit more powerful. Exit this little area and continue through the lower part,
avoiding the water, Yapping Maws, and the Cacatac. Enter the door on the other
side.
[[SPAZER BEAM ACQUIRED]]
- You'll go through three single-screen rooms. If you look at the map at this
point, it says "Maridia". As the name suggests, this is a mostly underwater
area. You'll be visiting this place later. After those rooms, you'll arrive at
an elevator. Take it down to Norfair. Just for a quick little visit.
----------------------------------------------
_______________________
|..___________________..|
|:/ \:|
|| | ||
|| v ||
|| | | ||
|| : : ||
|| ___: | ||
|| _|O}O: : ||
|| |O |¯¯¯¯ ||
|| ¯¯¯ NORFAIR ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Most of the areas in Norfair are super-heated and are dangerous to even enter
without proper suit protection, so our visit is limited. Just go down to the
bottom of this room and enter the red door. Take the Energy Tank there for
easy pickings. [ENERGY TANKS: 02/14] But that's not all, Bomb the floor a
little to the left of there and roll the Morph Ball through the tunnel to the
left. When you emerge, enter the door. Inside, you'll see a Chozo statue and
an Item Sphere. Shoot the wall, then jump down and collect your High Jump
Boots! Now you can jump higher! Obviously. Exit the room.
[[HIGH JUMP BOOTS ACQUIRED]]
- Get up to the top, grab the Missile Tank, and Bomb your way out. If the door
is grey, wait for the Sova to come around and kill it. Now exit Norfair. Quite
a small visit! [MISSILE TANKS: 08/46]
----------------------------------------------
_________________________________________
|.._____________________________________..|
|:/ \:|
|| __________________ ___ ___ ||
|| : { _: |_ { :S| | :R| |_ ||
|| | | |O: {¯|"¯¯¯¯¯¯¯¯¯¯:"¯¯: :O| ||
|| ^ ¯ ¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ||
|| | BRINSTAR ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Once back, step off the elevator and fire a Super Missile at the right wall.
You'll blast open a Super Missile block. Blast the lower one and the upper one
and walk through to a blue room, with what appears to be a lair entrance
above. Well, with the High Jump Boots you can reach this. Jump up there,
through the maw, and enter the door.
- Kill the Zeelas and shoot the floor near the door to reveal a way down. Take
it. When you get to a grey door, Bomb the right wall and roll through to find
another door. Take it. The next room is filled with Keyhunters, so go kill
them. Once that's done, head to the right side of the room. Get into the
little spot in the ground, Bomb it, then roll right. Enter the door for a Save
Station.
- Get back out, kill the Keyhunters again, and find the crack in the floor
here. It can be Bombed, so do so, fall through, and enter the door down here.
Kill the green Zebesians (can just use the Spazer Beam now) and move right.
You'll have to start dodging some spikes. It's hard to, but they don't do much
damage. Eventually, you'll reach...Kraid? It can't be, since just a few
Missiles kill him. This Mini-Kraid is a guardian for the actual boss up ahead.
Grab the pickups and enter the door.
- In here, there's a secret. Shoot the ceiling from the door and jump up to
find a secret refill station (energy and Missiles) behind a green door. The
other point of interest is a Gadora (living door) here. Wait for its eye to
open, and shoot a Missile at it to damage it. A couple more Missiles ought to
do it. I'd suggest saving Super Missiles for the Kraid fight, which is just
past the door.
:::::::::::::::::::::
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BOSS: Kraid
¯¯¯¯¯¯¯¯¯¯¯
- Start charging your Beam as Kraid rises from the ground. Once he's finished,
he will start spitting out a stream of large rocks. Dodge them the best you
can. When he's done, shoot at his face, then switch to Super Missiles. He will
roar. Fire one right down his mouth to damage him. It should also damage him
enough to get him to his second phase, where he completely rises up and starts
walking back and forth. Jump up to the platforms above. His weakness is still
the same, and he roars whenever he gets a Missile or Charge Shot to the face,
but this time you have his nails and his belly spikes to worry about dodging.
It shouldn't be too bad if you keep vigilant. Just be careful not to waste
those Super Missiles, as three more will do him in.
_____________________
:::::::::::::::::::::
- After he's defeated, grab the pickups, and enter the door up ahead. Inside,
is the Varia Suit! This increases your defensive shields by 25%, and protects
you from superheated areas, a new feature to the suit introduced to the
Metroid series! Niice.
[[VARIA SUIT ACQUIRED]]
- Make your way back to the beginning of this Kraid's Lair-ish area, and you'll
find that a grey door you passed before is now blinking. Enter it, then
quickly eliminate the Beetoms before they latch on and suck your energy. Shoot
the ceiling to find an Energy Tank! Grab it, then head back to the elevator to
Norfair. Take it down. [ENERGY TANKS: 03/14]
____________________________ __ _ _
/ END SECTION /
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Missile Tanks: 8/46
- Super Missile Tanks: 1/10
- Energy Tanks: 3/14
Upgrades:
Morph Ball
Bombs
Charge Beam
Spazer Beam
High Jump Boots
Varia Suit
_____________________________________________________________________________
(=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=)
/ Speed and Freeze in Hell
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
___________________________________
|.._______________________________..|
|:/ \:|
|| | ||
|| v ||
|| | |___________ ||
|| : : : |_________ ||
|| : | | O : :-> ||
|| : :¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ||
|| ¯¯¯ NORFAIR ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Now that you're back in Norfair, go down and take the first door to the right
that you see. You'll be in a superheated room, but since you have the Varia
Suit, no harm! Shoot the floor ahead, fall to the bottom, and head right. Be
a bit careful of the small Dessgeegas here. At the end, jump up and enter the
red door.
- Now we've got some Gerutas. Count the pillars of ground that you pass as you
get through this. When you're between the 2nd and 3rd ones, get to the bottom.
Jump and fire diagonally downward toward the wall close to the floor in the
lava to find a hidden Missile Tank. Jump there quickly and Morph to grab it,
then quickly jump back out. Continue right and enter the green door. [MISSILE
TANKS: 09/46]
- You'll get to a room that has no visible floor, but there is one. However,
the earth is shaking, and the lava will rise. Eventually it'll stop, and you
will have to deal with some lava while trying to make it past this room filled
with Squeepts, Dragons, and Sovas. At the end of this cavern, you'll emerge at
a weird room clearly made of green bubbles. A Save Station is above if you
wish to use it.
----------------------------------------------
______________________________
|..__________________________..|
|:/ \:|
|| _____ ||
|| _ : : ||
|| |S<--: : ||
|| ¯ ->:__ | ||
|| :_ O| __ ||
|| |¯|¯ <-: | ||
|| | :___________| | ||
|| | : : : :"| ||
|| ¯¯¯¯¯¯¯| |¯¯¯¯¯ ||
|| : | ||
|| NORFAIR ¯¯ ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Get to the right end of this room to fall through a bit of fake floor. Bomb
your way down. At the bottom, you can grab a Missile Tank, just have to be
careful of the spikes and the Ripper II above. [MISSILE TANKS: 10/46] Head
back up, and get to the center where the metal floor is. Shoot through it and
follow the Morph Ball tunnel here. It shouldn't be too maze-like. At the end,
you'll have a choice of two doors. Take the one in the floor.
- As you go down, you'll see a door to the right. This just leads to a room
that spawns a lot of Gamets. It's just a primitive refill room, really. What
you need to do is take the bottom door. In the next room are some Multiviolas
and Magdollites. The Magdollites are living lava creatures that are vulnerable
to Super Missiles, but since you're low on those, it's best to just avoid them
and their attacks. Enter the door at the end.
- You can go down from here, but just enter the next door you see, ignoring the
Viola. Cross the next short room, passing under a Fune by using the Morph
Ball. On the other side, shoot out the ceiling and keep jumping up, avoiding
the fireballs of more Funes. Enter the door at the top.
----------------------------------------------
_____________________________________________
|.._________________________________________..|
|:/ \:|
|| _____________ ||
|| ____| : |_______________ ||
|| : : |¯¯¯¯¯¯¯| O:O| ||
|| : :¯| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ||
|| :__ | : ||
|| : *| :________ ||
|| ¯¯¯¯| : :<- ||
|| ¯¯¯¯¯¯¯¯¯¯ NORFAIR ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- The next room is filled with lava, but there are Trippers here. Trippers are
harmless versions of the Ripper and act more like platforms. So, get on a
Tripper and use the Morph Ball so you can get under the spikes. The next
Tripper doesn't take too kindly to weight, and slowly lowers when Samus stands
on it, so be quick about this one as you get to the door on the other side.
- Climb up this room while killing Alcoons and Multiviolas, while ignoring the
doors to the right for now. Enter the door at the top to arrive back at the
large green bubble room. Climb up a bit and enter the green door. Kill the
Skrees here, and shoot the ceiling until you find an opening. Jump up there,
and enter the door at the top. (There's a Gamet spawn to the left if you need
refills.)
- Run through this long hall, avoiding Metarees and Gerutas, and you'll get to
a red door. Before entering that, shoot the ceiling while in front of said
door to find a hidden Missile Tank. [MISSILE TANKS: 11/46] Collect it, then
enter the door. Inside is a new item, the Speed Booster! This lets Samus run
even faster, to the point where she emits enough energy to kill enemies and
blast through some barriers. Nice! Now use this new ability to get out of the
hall, as lava will be quickly rising.
[[SPEED BOOSTER ACQUIRED]]
----------------------------------------------
_____________________________________________________
|.._________________________________________________..|
|:/ \:|
|| _______ ^ ||
|| | :___: | | _____ ||
|| | { :O| |_____| | : :<- ||
|| | :¯¯¯: : : : : ||
|| ¯¯¯¯¯¯¯¯¯¯¯¯¯: |_____________________:__ | ||
|| : :S: : :_ *| ||
|| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯: |¯|¯ ||
|| NORFAIR ¯¯¯¯ ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Return to the green bubble room, and get to where those two doors were below
the ground. Take the left one this time. Jump across the gap in the next room
and enter the next door, and prepare to Speed Boost along a long hall and
blast through a lot of rock and Beetoms! At the end, you'll get to a Save
Station, and beyond that, the room with the elevator. Start climbing up and
enter the green door.
- Start running right now. Now that you have the Speed Booster, you can make it
to the door here. If you somehow get trapped, the floor can be Bombed and you
can head back right to try again after re-entering the room. If you're on the
other side, then open the door. Get past the Trippers to the next room. Climb
the left side that's full of Funes, then when you get to the top, Bomb through
the floor in front of the door. Use Morph Ball and squeeze into the alcove
that goes off-screen. Once in, enter the door and grab the Ice Beam! With
this, now your Beam has the capability to freeze enemies! Get back, climb up
to the top that has those Funes, and enter the door this time.
[[ICE BEAM ACQUIRED]]
- Shoot the Boyons that come from the lava and use them as iced platforms. Make
sure the last one is even with the hole in the wall. On the other side, just
jump over the Ripper II and enter the door. You'll fall down onto the ceiling
of where you had to Speed Boost through, Bomb your way to the right to return,
then head up the elevator.
____________________________ __ _ _
/ END SECTION /
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Missile Tanks: 11/46
- Super Missile Tanks: 1/10
- Energy Tanks: 3/14
Upgrades:
Morph Ball
Bombs
Charge Beam
Spazer Beam
High Jump Boots
Varia Suit
Speed Booster
Ice Beam
_____________________________________________________________________________
(=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=)
/ Brinstar to Norfair Again
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_____________________________
|.._________________________..|
|:/ \:|
|| ____ | ||
|| | :1 v ||
|| |O|¯¯ | | ||
|| ¯ 1: |_ ||
|| _______| :S| ||
|| | : : |¯ ||
|| | |¯¯¯¯¯| | ||
|| | | 2: | ||
|| | | ¯¯ ______ ||
|| : | |O}O :2 ||
|| | | ¯¯¯¯¯¯ ||
|| : | ||
|| |"| ||
|| _| |____ ___ _ _ ___ ||
|| |R: : :" : : { ||
|| ¯¯¯¯¯¯¯¯¯¯¯¯ ¯ ¯ | | ||
|| ^ ||
|| BRINSTAR | ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Once you're back in Brinstar, make your way to the vertical red Brinstar
room. You can now climb up to the very top by using your Ice Beam to freeze
Rippers and use as platforms, and your High Jump Boots. Enter the door at the
top to get to a hall lined with spikes and Samus Eater plants, Zebbos spawning
out of the Samus Eaters, and Zeelas on the platforms. Ice Beam definitely
helps here. Enter the door at the other side.
- When you enter this room, you'll likely easily spot part of the floor as
being "mis-tiled." Shoot it and drop down. Shoot through more floor, avoid or
kill the Zoros, and open the green door at the bottom. Inside, get past the
Boyons (freeze them first) and you will find a Chozo statue on the other side,
holding a Power Bomb Tank! Now you can use Power Bombs! Simply highlight them
and press the shoot button while in Morph Ball mode. Speaking of, try that
right now: the left wall will blow open. Get behind there to find a Missile
Tank! Now exit this room. [POWER BOMB TANKS: 01/10] [MISSILE TANKS: 12/46]
- Get back up. Up above is an elevator to Crateria, but let's not take that
yet. Up a bit is a Save Station if you want it, but the main attraction is the
green door. Enter it. Kill the large Sidehoppers here, then find the Samus
Eater that doesn't have a Yapping Maw in it. Plant a Power Bomb to destroy the
bridge, and drop through that Samus Eater to find a Power Bomb Tank! Grab it,
then make your way back down to Norfair. Remember that yellow doors can be
opened with Power Bombs. [POWER BOMB TANKS: 02/10]
----------------------------------------------
___________________________
|.._______________________..|
|:/ \:|
|| NORFAIR __ | ||
|| : | v ||
|| | |_____| | ||
|| _______: ______: : ||
|| |O: "| |M: | ||
|| | |¯¯¯¯¯¯¯ ¯: : ||
|| | |_______ ¯¯¯ ||
|| | : \ ||
|| ¯¯¯¯¯¯¯¯\ \ ||
|| \ -> ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Once you enter Norfair, go down and enter the yellow door to get the map for
Norfair, finally. Next, enter the door right above, Speed Booster through the
gates, and Power Bomb the obvious blocks here to go down. In here, kill all
the Mellas and small Dessgeegas here, and open the door at the end, but don't
go through just yet. Charge up a Speed Booster, store the energy, and
Shinespark left out of the door. If successful, you'll ram into the wall on
the other side in the next room. Spam the shoot button and hold left, and you
should reveal a Missile Tank on the wall and collect it. If you don't get it,
freeze one of the Sovas to use as a platform, since the ones here collapse.
Enter the door at the bottom. [MISSILE TANKS: 13/46]
----------------------------------------------
_________________________________
|.._____________________________..|
|:/ \:|
|| __ ||
|| -> : | ||
|| \ \_________| : ||
|| \ { : ||
|| ¯¯¯¯¯¯¯¯¯¯¯|¯ ||
|| 1 ||
|| 1 ||
|| _______|______ ||
|| <-: O| ||
|| NORFAIR ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Start running like crazy! The Speed Booster will let you smash through a ton
of enemies and blockades, and eventually get to a room with a door on the
right, an opening above, and a green door below. Take the green door.
:::::::::::::::::::::
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BOSS: Crocomire
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Below, you'll find Crocomire! This mini-boss is a bit unique and acts more
like a shoving match. He cannot be defeated normally, but when shot in the
mouth with Missiles, Super Missiles, or charged shots while he's roaring,
he'll reel back a bit. Your objective is to get him far back enough so that
he falls into the acid pit behind him. If successful, you get to see a
gruesome death: his skin and organs melt off and get destroyed by the acid,
reducing him to a skeleton. You'll see some bubbles from the acid moving left.
Follow them and you'll find a spiked wall. An earthquake will happen, (Metroid
II?) and the spiked wall will break apart, Crocomire's skeleton busting
through!
_____________________
:::::::::::::::::::::
- But...his skeleton just crumbles and he finally dies. Poor thing. Head left
from here.
----------------------------------------------
_____________________________________
|.._________________________________..|
|:/ \:|
|| NORFAIR _____ ||
|| : :<- ||
|| _______|_ : ||
|| | : :¯|¯¯ ||
|| _____| | | | ||
|| | : : |¯¯¯¯¯| |_______ ||
|| | |¯¯¯¯¯ | : O| ||
|| |O:1 |_|¯¯¯¯¯¯¯ ||
|| ¯¯_________ | ||
|| | O| | ||
|| 1: | | ||
|| | ¯¯¯¯¯| ||
|| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- In the next room, you'll see a grey Ripper II near the ceiling.
You'll see his purpose later. Drop down. There's a Gamet spawner here so you
can restore your energy and ammo, and a Save Station inside the door to your
right. So use those if you want to, and enter the door at the bottom of the
room here.
- Drop down this next room, enter the red door. The acid here in this next room
rises and falls, so run through when it's down, and roll under the rock. Next,
jump past the spikes and the "safe" platforms, again waiting for the acid
level. On the other side is a Missile Tank! Exit this room, and drop down
more. Enter the door at the bottom. [MISSILE TANKS: 14/46]
- Kill the Mellas, and use Power Bombs to destroy the mounds of rock here. Get
to the right edge, and start a Speed Booster run. As you go up the ramp, make
a running jump and hold the jump button. You should go flying across the room,
onto a ledge with a door. Enter it. Shoot the Item Sphere in the Chozo
statue's hands to find the Grappling Beam! This item is mainly used for
crossing normally impassable rooms, but can also be used as a sort of weapon
for certain enemies. Exit back out the way you came in.
[[GRAPPLING BEAM ACQUIRED]]
- Jump high and you'll find a Ripper II. Highlight the Grappling Beam, and
shoot it at the Ripper II. You'll hang on to it as long as you hold the shoot
button. Swing around using the D-Pad. You'll find another Ripper II. Do your
best to vault off of this one and connect yourself onto this next one. Keep
doing this until you get to the end, where a Missile Tank lies! If you can't
do this (understandably), then there's an easier way. Do the same Speed
Booster running jump, but instead move right. Your velocity should get you
close to the Tank, you'll just have to Wall Jump up the rest of the way. Done.
[MISSILE TANKS: 15/46]
- Head back to where you got the Grappling Beam and climb up. At the top, shoot
the Grappling Beam at the blocks in the ceiling and swing across to the door.
Enter. Grapple swing across the water, enter the next door, and start climbing
up, past the Funes. When you don't see any more platforms, jump high and shoot
the Grappling Beam up to latch on to some blocks. Swing to the door and enter
it. Inside, swing across the two pools of water. If you happen to fall in, you
will have to deal with a Gamet spawner in one and some Puyos in another. Once
on the other side, open the Super Missile gate, and the door behind it.
----------------------------------------------
_______________________________________________________
|..___________________________________________________..|
|:/ \:|
|| ________ _ __ ||
|| : O |_ :S| | : ||
|| | : |/ ¯ | | _______ ||
|| ¯¯¯¯¯¯¯| :_____|_|___________: : :-> ||
|| |_: ¯:R: : { |¯¯¯¯ ||
|| |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯: | ||
|| ____________|________ ¯¯ ||
|| |O: : O| ||
|| ¯|___:¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ||
|| ^ \ _ ||
|| | :S| ||
|| ¯ NORFAIR ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Head up. Now from this room, you can save if you wish, but you can grapple
across the room by using the Ripper II near the ceiling. Enter the red door,
and grab the Power Bomb Tank inside. Yay. [POWER BOMB TANKS: 03/10] Now head
back right into the room where you fought Crocomire. Head all the way to the
acid pit on the right, and swing across the ceiling with the Grappling Beam to
get an Energy Tank on the other side! Swing back and exit this room from the
top door. [ENERGY TANKS: 04/14]
- Head up from here, save at the Save Station behind the door you come up to,
and enter the door at the top. Climb up to the top of this room, kill the
Geruta, and swing across the ceiling here. Grab the Missile Tank, and open the
Super Missile gate. This now gives you access to the elevator room, but for
now, backtrack and enter the door that leads to more unexplored rooms.
[MISSILE TANKS: 16/46]
- Head right from here, ignoring the Gamets and Dragons that come up, and enter
the door on your right at the end. You'll get to an energy refill station.
Keep going right, swing across the next room, enter the door, open the gate,
and roll through the wall past it to appear at a familiar room. Head up,
right, follow these rooms until you're where you face Multiviolas and Alcoons.
Climb up and enter the red door.
----------------------------------------------
________________________________________
|..____________________________________..|
|:/ \:|
|| ____________ __________ ||
|| |O : }O: :_ 1: O :O| ||
|| ¯¯¯¯¯¯¯: : | : |¯ ||
|| to : | :1 ¯¯¯¯¯¯¯¯ ||
|| elevator <-:_ *| :_________ ||
|| |¯|¯| : : | ||
|| ¯¯¯¯¯¯¯¯¯| | ||
|| ->: | ||
|| NORFAIR ¯¯ ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Jump across the thin platforms here to the other side, where a Missile Tank
awaits behind a gate. [MISSILE TANKS: 17/46] Collect it, then swing across
here. Enter the red door on the other side to grab the Wave Beam! Now your
Beam can go through walls and is a bit more powerful!
[[WAVE BEAM ACQUIRED]]
- Head back now and make your way to the green bubble room from here, which
isn't too far, actually. Once there, get to the top, swing across, and enter
the green door. Pick up the Missile Tank inside. [MISSILE TANKS: 18/46] Before
exiting though, there's some rooms further ahead. Shoot upward toward the wall
to find a weak wall! Shoot the ground to find a pipe that extends to help you
up there. Roll left and enter the door.
- In here, you'll have to jump across small platforms while worrying about
Dragons and Sovas. At the end, shoot the Item Sphere for a Reserve Tank.
[RESERVE TANKS: 1/4] These Reserve Tanks act as backup Energy Tanks. When
they're filled up (as indicated by the "Auto" icon now next to the Energy
Tanks being lit up), each will fill up an Energy Tank if Samus's energy
reaches 0. There are about four in the game, so these backup reserves can
refill as much as four Energy Tanks when at the "death point." Now before
exiting, shoot the nearest platform to find a Missile Tank. Pick it up, THEN
head out of here. More specifically, back to Brinstar, over to the tall red
Brinstar hall. [MISSILE TANKS: 19/46]
____________________________ __ _ _
/ END SECTION /
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Missile Tanks: 19/46
- Super Missile Tanks: 1/10
- Power Bomb Tanks: 3/10
- Energy Tanks: 4/14
- Reserve Tanks: 1/4
Upgrades:
Morph Ball
Bombs
Charge Beam
Spazer Beam
High Jump Boots
Varia Suit
Speed Booster
Ice Beam
Grappling Beam
Wave Beam
_____________________________________________________________________________
(=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=)
/ Wrecking Ghosts
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Something I should mention. If you don't want the Reserve Tanks to auto fill
you up when you reach the critical point, you can go to the equipment screen
and switch them to Manual. This way, you can choose how many you want to use,
at any time you want to use them. Pretty handy.
----------------------------------------------
_______________________________________________
|..___________________________________________..|
|:/ \:|
|| ^ ||
|| | ||
|| | | ||
|| : |_ ||
|| _______| :S| ||
|| | : : |¯ ||
|| | |¯¯¯¯¯| | ||
|| | | : | ||
|| | | ¯¯ ||
|| : | ||
|| ___________________| | ||
|| |O : : | ||
|| ¯¯¯| |¯¯¯| |¯¯¯|"| ||
|| ¯¯¯ ¯¯¯ _| |____ ___ _ _ ___ ||
|| |R: : :" : : { ||
|| ¯¯¯¯¯¯¯¯¯¯¯¯ ¯ ¯ | | ||
|| ^ ||
|| BRINSTAR | ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Once in Brinstar, climb up that tall room, getting to where you first got the
Power Bombs. On the way though, stop where you see the yellow door, and plant
a Power Bomb to clear the way to it and open it at the same time. Enter. In
this long room, you'll notice it's a dark room only illuminated by Fire Fleas.
Try not to kill them. After getting past them, start swinging the rest of the
way through by using your Grappling Beam. Be wary of Wavers and Yapping Maws,
of course. Enter the red door at the end.
- Get on the ledge in front of Samus, and plant a Bomb to have it take you up.
Roll left and shoot the Item Sphere in the statue's hands to get the X-Ray
Scope! This item lets you see things past the normal spectrum, like seeing
where collapsible blocks are, where pass-through walls are, where
weapon-specific blocks are, all that stuff. So this item's main use is to help
find expansions. Even if you don't need it, it's necessary for 100% completion
anyway. Use the X-Ray Scope to make your way out of here, and make your way to
where you first got the Power Bombs. Take the elevator to Crateria. (The X-Ray
Scope is used with the D-Pad and holding the run button.)
[[X-RAY SCOPE ACQUIRED]]
----------------------------------------------
_____________________________________
|.._________________________________..|
|:/ \:|
|| _______________ ||
|| | : ||
|| | _____ ___| ||
|| | : : : ||
|| __________| ¯¯¯¯¯ : ||
|| : :O :_ ¯¯¯:-> ||
|| ¯¯|"|¯| |O} | ||
|| |_| ¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ||
|| |¯| ||
|| ^ ||
|| | CRATERIA ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Blast away the yellow door and climb up. Kill the Scisers and shoot the
ceiling to make an opening. Head right, kill the Keyhunter, and enter the
yellow door. Swing across and collect the Missile Tank, and swing some more to
the other side. Enter the door. [MISSILE TANKS: 20/46]
- In this outside area, up ahead is the Wrecked Ship we need to get to. First
up though, let's tread water. Enter the water, and move until you see a metal
platform jutting out to make an alcove between it and the floor. Shoot the
wall to see an opening. Jump, Morph, and move left. You'll reach a hidden room
with another Missile Tank. [MISSILE TANKS: 21/46] Roll back out, and get out
of the water. Start jumping across the metal structures here, using the
Grappling Beam for some of the longer gaps. Eventually you'll reach a door of
the Wrecked Ship. Enter this green door.
----------------------------------------------
_________________________________________
|.._____________________________________..|
|:/ \:|
|| ____________________ ||
|| <-: _ : O| ||
|| ¯¯¯¯¯¯¯¯|¯|¯¯¯¯¯¯¯¯¯ ||
|| | | ||
|| ________|"|_ ||
|| ->: : :S| ||
|| ¯¯¯¯¯¯¯¯| :¯ __________ ||
|| ________ 3} | 2{ : {O| ||
|| |O }3 1: {2 ¯¯¯¯¯¯¯¯¯¯ ||
|| ¯¯¯¯¯¯¯¯_____|_|_____ ||
|| __ |M: ¯ { : | ||
|| |O:1 ¯¯¯¯¯¯¯¯¯¯¯¯¯ ||
|| ¯¯ WRECKED SHIP ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Woah, this place seems like its out of power. Head right and enter the door
there. Head down from here, just beware of the Coverns, which are ghosts. At
the bottom, you'll see a grey door...one that can't be opened. Shoot the floor
to find a way further down. Enter the green door. In the next room, move
right. Roll into the crevice in the wall, Bomb the rest of the way, and you'll
find a Gadora. Kill it as before, then enter the door...boss time!
:::::::::::::::::::::
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BOSS: Phantoon
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This is Phantoon, a guardian of Tourian. Oddly enough, it's a ghost. Phantoon
largely attacks by throwing various patterns of its tear-like fireballs at
you. Phantoon is only weak when its eye is exposed. Now, it may seem logical
to use your most powerful weapon, the Super Missiles, but I'd advise not,
instead using charged shots without the Ice Beam equipped. Why? Well, if you
shoot Phantoon in its open eye with a Super Missile, it will retaliate with
extremely hard-to-dodge fireball waves. If you shoot it with charged Beam
shots with the Ice Beam equipped, it'll disappear and just drop fireballs
until it appears again. Using the non-ice Charged Beam shots makes Phantoon
fly around, with its eye still open, so you can get in more hits and be safer
about it. Of course, this method can be ruined a little if you have the Moon
Walk move turned on. If you do, I suggest using Charged Beam shots with the
Ice Beam. It'll be slower, but will be the safest method.
_____________________
:::::::::::::::::::::
- After Phantoon is "dead," the power to the whole ship will be turned back on.
Yay. Collect the pickups and exit this room. You'll find that the Work Robots
are also back on, and there are Atomics floating around. Head left and enter
the door at the end to get the Map! You could enter this room before, but
because of the lack of power, you couldn't access the map. So yeah. Now head
out from under here.
- Remember that grey door? You can open it now. Enter it and you'll find a
Super Missile Tank inside! Been a while since we've seen one of these. [SUPER
MISSILE TANKS: 02/10] Grab it, just watch for the frayed wires and the
electricity they emit. You'll have to work with these sparking wires all
throughout the ship, so get used to 'em.
- Exit the room, and Bomb the wall directly opposite of where you just came out
of to find a hidden passage. Bomb once more, and enter the door. Kill the
Bulls (spherical enemies with stalk-like openings) with charged shots, and
move right. At the end, use the X-Ray Scope to find four bombable spots along
the right wall. Take the second one from the bottom. Open them all with a
Power Bomb, then enter that specific tunnel with a Bomb Jump. Collect the
Super Missile Tank inside, then head back. [SUPER MISSILE TANKS: 03/10]
- Climb up a little bit, and use the X-Ray Scope. You should find a spot on the
left wall near a floor that can be bombable. Bomb that and head through. Get
past the conveyor, spikes, and the bloodied spike traps on the ceiling, and
grab the Missile Tank at the end. [MISSILE TANKS: 22/46] Return to the main
hall of this ship and get to the Save Station. I'm sure you wouldn't want to
do Phantoon over again if you died.
- Climb up the ship next, shoot through the ceiling, and enter the door at the
top. Kill the Keyhunters and the Atomics and the grey doors will open. Make
sure to open all of them first, then enter the right door. Jump across the
spike pits and shoot the Work Robots into them so you can get to the Missile
Tank at the end. [MISSILE TANKS: 23/46] Head back to the Keyhunter room, and
exit the ship by the left door. (By opening all the doors first before
entering a room, you prevented the game forcing you to kill all enemies again
just to open another door.)
----------------------------------------------
_________________________________
|.._____________________________..|
|:/ \:|
|| ________________ ||
|| | O :<- ||
|| | _____ ___: ||
|| |O : : :-> ||
|| | ¯¯¯¯¯ : ||
|| :_ ¯¯¯: ||
|| |*} | ||
|| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ CRATERIA ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- If you enter the door below, you'll see a Reserve Tank, but can't reach it
from here. Anyway, outside, there's a Missile Tank you can get by riding
Trippers. Get on the one that's near the top of the screen, and ride it until
you get to some rock. Shoot, and you'll see the Tank. Grab it, then drop and
head over to the left side. [MISSILE TANKS: 24/46]
- Find a Super Missile block by using the X-Ray Scope, and destroy it. Drop,
Bomb, and head left to get another Missile Tank. [MISSILE TANKS: 25/46] Get
back up above where the Super Missile block was, and find the cracked part of
the ground right of here by using the X-Ray Scope. Bomb there, and follow the
tunnel to get to a door. Enter. Get past the Wavers, Choots (Chute Leech
look-alikes), and the water, and open the next door.
- Huh, look, it's the Samus Geemer. It's colored orange and green like Samus's
Varia Suit and follows Samus's left/right movements. Must be an easter egg,
since this Geemer doesn't appear unless you're in this little tunnel back to
the Wrecked Ship. Anyway, head right some more to re-enter the Wrecked Ship.
----------------------------------------------
____________________________________
|..________________________________..|
|:/ \:|
|| ________ ||
|| : O | ||
|| ¯¯¯¯¯¯¯2 ||
|| __________ ||
|| ->: 1| ||
|| ¯¯¯¯¯¯¯¯¯¯ 2 ||
|| __________|"| ||
|| <-:O:1{ O{ | ||
|| ¯¯¯¯¯¯¯¯¯¯¯¯ ||
||----------------------------------||
|| ______ ||
|| |O :3 ||
|| | | ||
|| ¯¯¯¯¯ __ ||
|| ________|"| 3: | ||
|| ->: : :_______| :-> ||
|| ¯¯¯¯¯¯¯¯| : : : | ||
|| } |¯¯¯¯¯¯¯¯¯ ||
|| : { ||
|| ¯¯¯ WRECKED SHIP ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Woah, the floor is lined with spikes. Well luckily, the ceiling is lined with
Grapple points, so swing across to find a Chozo statue. Sit in its hands as a
Morph Ball, and it'll start moving, eventually walking down a hidden
staircase. Well thanks, animated statue! Enter the door to the left here to
find...the Gravity Suit! Now your suit's defenses are even stronger, lava
can't harm you, and movement in water and lava isn't hindered anymore!
Awesome. Head back right, as if you take the left door, you'll be dropped off
the ship without any platform back up.
[[GRAVITY SUIT ACQUIRED]]
- Bomb the floor right beneath the door, and follow the tunnel. Bomb at the
end, then shoot upward. Jump, shoot out a tunnel, then roll through to see a
Work Robot. Shoot it down to a pit, and do the same with the other. You'll
find a Chozo statue holding a Missile Tank. [MISSILE TANKS: 26/46] Grab it,
then plant a Power Bomb. The statue and the wall behind it will disintegrate.
Now walk back, and start up a Speed Booster charge. Charge it, then Shinespark
upward at the end. At the top, drop through the collapsible floor but STOP
here. Using the X-Ray Scope, there's a pit in front of you. Make sure to jump
over it so you can get the Reserve Tank here. NOW you can exit via that left
door in that Gravity Suit room, as it's the only way out. [RESERVE TANKS: 2/4]
- And as a turnabout, re-enter the Wrecked Ship the same way you first did.
Once in the main hall, go down and enter the door that's below the Save
Station. Kill the Bull, then enter the door ahead. Pass this next dangerous
room filled with spikes and spike traps, and enter the next room. Climb up
here by shooting out ceilings. Avoid the sparking wires as well. You'll find a
door, but ignore it for now. Instead, shoot through the next ceiling here, and
jump through the middle. Enter the red door.
- This room is filled with water. Just jump across the platforms here and grab
the Energy Tank. You could've gotten this earlier, but this way, it's less
time-consuming, and the Gravity Suit makes it easier to avoid screw-ups. So
once you have that Tank, the Wrecked Ship is fully explored and there are no
more items in here. So backtrack and now enter that door I told you to ignore.
[ENERGY TANKS: 05/14]
----------------------------------------------
___________________________
|.._______________________..|
|:/ \:|
|| ________________ ||
|| ->: : | ||
|| | | | ||
|| ¯¯¯¯¯¯¯¯¯¯¯¯¯| | ||
|| _____|_| ||
|| _| ¯| ||
|| |_: | ||
|| |¯|¯¯¯¯¯¯¯ ||
|| | ||
|| v CRATERIA ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Cross the half-flooded room here that has Choots and Skulteras. Not much to
talk about here. Go down in the next room, ignoring the Kago nests. In the
next room, you have a major Morph Ball maze in the middle of this room, but
you just need to find your way through it, there's no items to get here. In
actuality, it just looks more menacing than it actually is. Hint: Take on
water at the beginning. That's it. X-Ray Scope can help you out the rest of
the way. Enter the door at the end, then the yellow door, and take the
elevator down to...
____________________________ __ _ _
/ END SECTION /
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Missile Tanks: 26/46
- Super Missile Tanks: 3/10
- Power Bomb Tanks: 3/10
- Energy Tanks: 5/14
- Reserve Tanks: 2/4
Upgrades:
Morph Ball
Bombs
Charge Beam
Spazer Beam
High Jump Boots
Varia Suit
Speed Booster
Ice Beam
Grappling Beam
Wave Beam
X-Ray Scope
Gravity Suit
_____________________________________________________________________________
(=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=)
/ Maridian Discoveries
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_____________________________________
|.._________________________________..|
|:/ \:|
|| | ||
|| ___ v ||
|| | | | | ||
|| _| :_ | |_ ||
|| |_ |_______________| :S| ||
|| |¯| : : : |¯ ||
|| || |"|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ||
|| v| :": ||
|| ¯¯¯¯¯¯¯¯ MARIDIA ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- OMG, it's Maridia! We're on the top-right area of this large place, and it
seems a bit...beachy here. Odd for a cave...anyway, this is my favorite area
in the entire game, for some weird reason. Climb down, use the Save Station
behind the red door if you wish, and enter the door at the bottom. Cross the
room filled with Choots and Puyos. The next room is one that has a bunch of
Zoas spawning in a quicksand pit. Nothing much, though you can sink through
the quicksand down into the room below. Not much use in that though. Either
way, just make your way to the large room ahead, to the left.
- Get into the water (if you haven't already from the lower door), and navigate
your way to the left side. Careful of the Owtches and Skulteras. Climb up the
left side until you find an opening. Head left to find a green door on the
ground. Enter it to go down a pipe to the lower section of Maridia.
----------------------------------------------
__________________________________
|..______________________________..|
|:/ \:|
|| _______|_|______ ||
|| | : ¯ :-> ||
|| | |_ |¯¯ ||
|| | O} } | ___ ||
|| |O |¯|_ _| |O | ||
|| | | |¯¯¯¯¯¯¯| | O| ||
|| | |_| ___|_| | ||
|| | : { : | ||
|| | _:¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ||
|| ¯|¯|\ ||
|| | 1 ||
|| 1 MARIDIA ||
|| ||
||--------------------------------||
|| ||
|| | ||
|| v ||
|| ____________________| | ||
|| 1-: : : : :": ||
|| | ¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯ ||
|| |__________|__ ||
|| |¯| : :M| ||
|| : :":¯¯¯¯¯¯¯¯¯¯ ||
|| | :¯¯ ||
|| ¯ \ _ ||
|| :S| ||
|| ¯ ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Bomb the floor at the bottom to gain access to the doors. Head left. Get past
the quicksand room with Evirs. Avoid their shots, freeze them if you can. The
falling sand can impede your jump, so be careful. If you get stuck in the
quicksand, rapid jumping won't work. You'll have to move and do periodic
somersault jumps.
- At the end, enter the door, get past the small tunnel, and you'll see a room
with some Scisers emerging from the ground. Get down there by using the Morph
Ball, and you'll see a red door to the right. Inside is a Map Station, so
download it. Next, head left, past Boyons and Zebbos. Open the Super Missile
gate, and then drop down the hole that goes past the screen at the end. Head
left and...woah, we're in the glass tube room! Blow it open with a Power Bomb.
Down below is a Save Station, but the thing we want to do is to enter the door
above. NOW we can explore Maridia.
- There's a bit of a weird Missile Tank we can get. First, take note of the
plants on the ground to the left. There are two of them that Samus passes
behind...in other words, they're in the foreground. Now enter the red door
nearby. Kill all the Scisers in the room, and open the Super Missile gate.
Now, run left with the Speed Booster, store the running charge, and re-enter
the room we were just in. Now, position yourself right on that second-to-the-
right plant, and Shinespark upward. If positioned correctly, you'll fly up,
barely missing the platforms, and blast through a few Speed Booster blocks to
get a Missile Tank. Yay. [MISSILE TANKS: 27/46]
- Climb up more from here. Enter the door at the top. In this room, you'll
notice some Grapple points. Just drop down. Not to the bottom yet though. Just
about midway. Once you're on the piece of terrain just right of the left wall,
use the X-Ray Scope to find a hidden passage. A Sciser can make this obvious
as well. Get the Morph Ball in there and follow it. At the end is a Super
Missile Tank! Grab it and head back. Find your way to the bottom right door in
this large room and go down it. [SUPER MISSILE TANKS: 04/10]
- There are some pink Zebesians here. You can't harm them with ANY of your
equipment yet, so ignore them. Instead, head left and go down the third pit.
You'll find a lone pink Zebesian here, but just jump into the wall on the
right to find a secret passage. Enter the red door at the end. Inside is a
Tatori and her young. This six-legged snapper turtle-like creature is friendly
for the most part, just don't threaten her young. Anyway, get on the Tatori
and you will be taken up. Jump up and you will see a grapple point with an
Energy Tank above it. Latch on with the Grappling Beam, and swing so you land
on top of this Tank. [ENERGY TANKS: 06/14]
- Once you have the Tank, jump right onto the small ledge just about even with
the Energy Tank. Jump and shoot downward, then quickly drop down, hugging the
wall. You should grab a Missile Tank! Now exit, back to that large room with
the Grapple points at the top. [MISSILE TANKS: 28/46]
- Once there, make your way back up to that part. Once there, swing across to
the right. You'll see a door in the ceiling about halfway, but ignore it. It's
a hidden passage back to Brinstar, but there's no items inside and we're not
done with this area. Keep swinging right and enter the door at the other side.
If you happen to fall, use the Powamps as organic grapple points and make a
jump to the door.
----------------------------------------------
_____________________________
|.._________________________..|
|:/ \:|
|| _____ _______ ||
|| | : |_____| | ||
|| | |¯| } : _| ||
|| |O| ¯¯¯¯¯¯¯|_ {O| ||
|| ¯ |¯|¯¯¯¯¯ ||
|| | | ||
|| ->: |__ ||
|| |" :-> ||
|| MARIDIA ¯¯¯¯ ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Climb up in the next room, enter the door at the top to get to another sandy
area. Currently underwater now, head right. Yes, even past the wall at the
end, to get a Missile Tank. [MISSILE TANKS: 29/46] Now climb up from the door.
Once you emerge from the water, just enter the door to the left. There's
nothing left in this room that's of real interest, aside from some annoying
Choots.
- In this next room, kill the Menus and avoid the Owtches. Squeeze through the
opening, then jump into the fake wall. Climb up next via a running jump, and
enter the door at the top. Get past the Zeb spawners, then drop down. Kill the
Choot, then fall down the fake floor. Inside is a Missile Tank and a Super
Missile Tank! Score! [MISSILE TANKS: 30/46] [SUPER MISSILE TANKS: 05/10]
Backtrack now so that you're back in that metal room after that Grapple
swinging ordeal. Shoot the floor around the center and drop down. Enter the
green door.
----------------------------------------------
______________________________________
|..__________________________________..|
|:/ \:|
|| __________________________ ||
|| |_ : { : O :-> ||
|| |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ||
|| |__________ ||
|| |¯ O O|_______ ||
|| ->: : | ||
|| : |¯¯¯¯¯¯¯ ||
|| _ / ¯¯¯¯¯¯¯¯¯¯¯ ||
|| |S: ||
|| ¯ MARIDIA ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Plant a Power Bomb and fall down here. The red door hides a Save Station if
you need it. Otherwise, head right from here. Ignore the Yards, those snails
aren't very threatening. Start running right with the Speed Booster, and when
you see a small break in the ceiling close to the other side, Shinespark up
there to find a Missile Tank. Walk right just a bit (beware the collapsible
floor, X-Ray Scope's your friend) to find a Super Missile Tank! [MISSILE
TANKS: 31/46] [SUPER MISSILE TANKS: 06/10] Now make your way to the upper left
of this room where a door is. You can get there via the grapple hooks to do
easy Wall Jumps off of, or just regular Wall Jumps. Doesn't matter, just enter
that door up there.
- You'll find...Metroids? Well, kinda. They're much weaker, failed Metroid
clones called Mochtroids. They're so weak that the Grappling Beam can just
kill them instantly. Anyway, shoot them to kill them, and you may notice
you'll shoot out weak parts of the piping. Use your Beam to help you through
this maze. When having a choice of going the lower path or the upper path,
take the lower one. Just make sure to keep shooting until you get to some
piping that can't simply be shot. Instead you need the Speed Booster. So get
as far left as you can and run right! Enter the next door.
:::::::::::::::::::::
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BOSS: Botwoon
¯¯¯¯¯¯¯¯¯¯¯¯¯
- Mini-boss time! This is Botwoon, a sea-serpent. It attacks by popping its
head out and firing small shots at you in a spreading pattern. You need to
harm it with any weapon you have...except non-charged Beam shots and Power
Bombs. Occasionally, Botwoon will start swimming around. You'll just have to
dodge it here, and it also makes it harder to hit its weak spot, which is its
head. The more Botwoon is damaged, the faster it will move. I'd advise using
Missiles from here so as not to waste Super Missiles. Why? You need them for
the major boss fight here, that is if you plan on fighting it normally. But
more on that later! The second reason? There's an ammo refill station nearby,
and as you know (or may not know), only refill regular Missile ammo. Stupid, I
know, but whatever.
_____________________
:::::::::::::::::::::
- After Botwoon is defeated (you'll know when it stops swimming and its body
falls apart and blows up), grab the pickups if you need them, and watch the
wall on the right blow apart, letting you continue further on. The next room
has a quicksand pit. If you're not careful, the quicksand can make you end up
in the pointless room below. If you do end up there, you'll have to exit it
back to the large room below and have to get up to and through the Mochtroid
room again. Anyway, there's an item we can get in this room. It's an Energy
Tank. To do this, run towards the right, and jump just before you get under
the lower ceiling. Immediately go to Morph Ball and hold right. If you're in,
just roll right a bit to find this! Now cross this room by just Speed Boosting
across. [ENERGY TANKS: 07/14]
----------------------------------------------
_____________________________________
|.._________________________________..|
|:/ \:|
|| MARIDIA ___ ||
|| :S:E| ||
|| ______________ / ¯¯¯ ||
|| 1: :___ ||
|| __ | : O| ||
|| | :1 ¯¯¯¯¯¯¯¯¯¯¯¯¯|"|¯ ||
|| <-: |_________ _|¯¯¯: | ||
|| ->: { :R| |O: |¯ ||
|| ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- In this next room, take care of the Mochtroid. Now, if you want that Missile
refill, just roll right as the Morph Ball. Head through the hidden passage
past the invulnerable Oums, which are giant, rolling crustaceans. Yeah. Past
them is a door that leads to the ammo station. So yeah, use it if you want to.
The actual thing we need to do, aside from that little diversion, is Wall Jump
up this room. You can do it normally, or with Grappling Beam assist, if you're
still not getting the hang of Wall Jumps. Enter the door at the top.
- This is a fairly annoying room. There's quick sand at the bottom, Mochtroids,
and a lot of Grappling Beam usage. You basically need to use Grapple Wall
Jumps, swings, and all kinds of trickery to get past. It should be easy to
figure out, it's just that getting them to work is tricky. At the end, there's
a red door and a green door. The green door leads further to the boss, the red
door has a Save Station and energy refill station. So yeah, save and heal if
you want, and take the green door.
- Now, you'll see spikes, but don't be fooled. They're fake. But jump over them
anyway, as there's a Missile Tank hidden in the wall at the other side. Just
shoot the wall and take it. [MISSILE TANKS: 32/46] Now, you can fall through
the spikes on the left side, so do so. At the bottom is a Gadora. Boss time!
Oh goodie. Kill that bio-door and enter the chamber.
:::::::::::::::::::::
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BOSS: Draygon
¯¯¯¯¯¯¯¯¯¯¯¯¯
- Now, this chamber is weird. There's floating boxes but you have no
interaction with them whatsoever. The whole room is yellow (thankfully an
aesthetically pleasing yellow), has electric cannons, and you'll notice a few
Evirs in a group just swimming around and don't harm you. I'd advise you to
destroy the electrical cannons with Super Missiles, and now, so they won't be
a nuisance for when the actual battle comes up.
- After the Evirs are gone, Draygon finally shows up. This ugly sunnava attacks
at first by swimming past Samus and trying to ram into her. Draygon's weakness
is its belly, and it's only weak to Super Missiles. After a few turns, Draygon
slowly swims by while spitting out tons of mucus globs toward Samus. These
look exactly like grey Boyons, except they don't hurt. Instead they hinder her
movement if they stick to her. If Draygon touches Samus at this point, it'll
grab her and start attacking with its tail. Mash the directional buttons to
get out of Draygon's grip. After that, Draygon repeats the process. So yeah,
nothing much to it. The more Draygon is harmed, the faster it swims,
eventually swimming almost at the speed of sound. So Draygon can be pretty
tough if you try to defeat it normally.
- But there's a secret method. Remember those electrical cannons? Yeah, if
they're not destroyed, go destroy them. Next, let yourself get caught by
Draygon. Once you're in its grasp, switch to the Grappling Beam, and fire it
at the electricity from one of the destroyed cannons once you get close
enough. If you do so, hold the Grappling Beam. Electricity will surge through
you and severely damage Draygon, eventually leading to an easy kill in one
swoop. This damages you a lot, so I wouldn't recommend this if you don't have
more than one Energy Tank. Then again, the battle itself done normally can
possibly do more damage to you than this secret method, so whatever.
_____________________
:::::::::::::::::::::
- Either way, once Draygon is killed, enter the door that opens nearby. Inside
is the Space Jump! From Metroid II! With this item, you can do multiple jumps
in the air. To activate, just do a somersault jump. You'll spin much faster.
To rise higher, press jump after about a second from the peak of your jump.
The timing is weird, but once mastered, you can use this to get virtually
anywhere. Anyway, backtrack to the first room shown in the map above and enter
the now-flashing left door in the middle.
[[SPACE JUMP ACQUIRED]]
----------------------------------------------
_________________________________
|.._____________________________..|
|:/ \:|
|| _______ MARIDIA ||
|| | : : | ||
|| ___| |¯| | ||
|| | | | | O| ||
|| _| : | ¯¯¯ ||
|| |_ ¯| ||
|| |¯| : ___________ ||
|| || |_| : | ||
|| v| : : | :<- ||
|| ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯ ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Get through this next room via Space Jump usage. Careful of the Cacatacs here
that can interrupt your jumping. Enter the door at the other side. Get past
the next Cacatac-infested room, enter the door, and you'll get to a familiar
room. Just exit left. Back in this large room we were in before, it's time to
Space Jump up to the top of this room from the right side, as we'll find a
door. It was grey, but now that Draygon is defeated, it can be opened. Go open
it!
- In the next room, just Space Jump up, but keep your beam charged so that you
can destroy any Puyos or Choots you jump into. Enter the door at the top. Kill
the Puyo stack there (or avoid it) and enter the next door. In here are a
bunch of pink Space Pirates. Drop to the bottom and you'll find a Chozo
statue...holding the Plasma Beam! Now your Beam is really powerful, and can
pass through multiple enemies! This overrides your Spazer Beam however, as the
two aren't compatible with each other.
[[PLASMA BEAM ACQUIRED]]
- So now that you have the Plasma Beam, your objective to get out of this room
is to kill all the pink Space Pirates here, which your Plasma Beam can now
penetrate their tough armor. Anyway, as far as necessary items go, we're done
here, but we're going for 100%...so let's clear out the rest of Maridia. Head
back to that large room with the Yards (snail enemies). It's faster to just
backtrack the way you came instead of using that "shortcut" we used when we
first entered this area.
----------------------------------------------
___________________________________________
|.._______________________________________..|
|:/ \:|
|| | MARIDIA ||
|| v__________ ||
|| |¯ * *| ||
|| : : ||
|| : | ||
|| ¯¯|"|¯|"|¯¯¯ ___ ||
|| _| |^| |_ | | ||
|| |O |||O | | | |_________ ||
|| | O|¯| O| | | : { : |_ ||
|| <-:¯¯¯¯¯¯":":"¯"¯¯:":"|¯¯¯¯¯¯¯| O| ||
|| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯ ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Once there, shoot the floor at the very right side. Move left underneath
everything to find two sand pits. Take the right one. You should sink down
into a hidden room. Oh yeah, now you can destroy Bulls without using your
Charge Beam now. Awesome.
- Immediately you should see a Missile Tank to the left. Just get out of the
sand and jump up the left side to collect it. [MISSILE TANKS: 33/46] Now for
the other item in here. MAKE SURE YOU DON'T SINK THROUGH THE SAND YET. There's
another place you can jump up to that's just to the right of the sandfall.
Jump up there, then drop to the right. The floor is collapsible if you get
past the entrance below. Jump up, then a little right. The Power Bomb Tank
should be below. Before falling, turn into the Morph Ball and hug the left
wall as you fall down. You should catch the hole to reach the Tank. Collect
it, then drop down. [POWER BOMB TANKS: 04/10]
- Take a right from here. Enter the door at the end. In this room, you'll find
a cracked Grapple point. Swing from it, then once it breaks, Space Jump in
there. Now for a kind of annoying thing to get past: Space Jump up here, but
be careful of the Menus. They easily get in the way. It might be a wise idea
to have the Charge Beam charged as you Space Jump up, this way you can kill
Menus that get in your way. Once at the top, go right, then start dropping
down. When you find a door, enter it.
- Don't shoot the robot here! Instead, plant a Power Bomb. This will, oddly,
destroy the barrier the robot needs to get past, but not the robot itself. Now
watch as the robot (called a Shaktool) digs past all the sand. After getting
past all that sand, enter the door. Now here, drop into the Morph Ball
tunnels. Take a left. You'll find a Chozo statue! Inside...is the Spring Ball!
An optional item, but it allows you to jump while in Morph Ball form! No need
for simple Bomb Jumping anymore. Now that you have this, return to the large
room with Yards, and go down that left sand pit. You can reach it by Speed
Booster running over the right one.
[[SPRING BALL ACQUIRED]]
- You should sink down into a hidden room. Jump into the shaft just to the left
of the sandfall, shoot the blocks above, and jump up. Make your way left. When
you get between a portion of terrain above and below, make your way up. You'll
have to do a split-second Spring Ball jump into the tunnel above right after
rolling onto the collapsible floor so you can go up. But first shoot the above
terrain away to make it easier. If you got up there, great! You can have a
Missile Tank and a Reserve Tank for your troubles. We've now completely
cleared out Maridia. No need to return. [MISSILE TANKS: 34/46]
[RESERVE TANKS: 3/4]
----------------------------------------------
________________________
|..____________________..|
|:/ \:|
|| _____ MARIDIA ||
|| <-:___} | ||
|| ____|_|______ ||
|| ->: ¯ : ||
|| | |¯¯ ||
|| ¯} | ||
|| |_ _| ||
|| ¯¯¯¯¯¯¯ ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Now before we get to our last destination, let's get back to a couple of
areas and pick up items to catch up. First, let's exit Maridia via a new
passageway. Remember the large room around the left side of Maridia, that had
the Powamps (creatures that look like miniature Phantoons) and the Grapple
points lining the ceiling? Well, get back there. Enter that door in the
ceiling that I told you to skip. Jump to the top of this new room, then Spring
Ball against the left wall to find a hidden tunnel. Roll through and you'll
find a Zebbo spawner and a door. Enter the door to appear in Brinstar!
____________________________ __ _ _
/ END SECTION /
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Missile Tanks: 34/46
- Super Missile Tanks: 6/10
- Power Bomb Tanks: 4/10
- Energy Tanks: 7/14
- Reserve Tanks: 3/4
Upgrades:
Morph Ball
Bombs
Charge Beam
Spazer Beam
High Jump Boots
Varia Suit
Speed Booster
Ice Beam
Grappling Beam
Wave Beam
X-Ray Scope
Gravity Suit
Space Jump
Plasma Beam
_____________________________________________________________________________
(=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=)
/ Playing Catch-Up
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
___________________________________________________________
|.._______________________________________________________..|
|:/ \:|
|| _____________ ||
|| | |___ ||
|| ___________________________| : O| ||
|| | : }O: : } |¯¯¯ ||
|| |O|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |________ ||
|| | | :¯¯¯ S : : : ||
|| | | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|"|¯¯ ||
|| |":-> |_| ||
|| | | |¯| ||
|| : : ^ ||
|| ¯¯¯ | ||
|| CRATERIA ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- We're actually next to the right-side elevator shaft to Crateria. Just open
the Super Missile gate, then roll through the tunnel to arrive. Take the
elevator back up to Crateria. Now from here, just make your way left to your
ship for a well-needed recharge and a save. Now from here, there are two
secret areas in the corners of the landing site. You can access the one to the
top right via the Space Jump. You should find a giant alcove that overhangs
half of the landing site. Up there is a yellow door. Enter it.
- In this room, there's rising and dropping acid, along with some Alcoons. I
should probably tell you: as awesome as your Gravity Suit is, it still takes
damage from acid. So yeah. There's another liquid that the Gravity Suit
doesn't protect against, but we'll get to that later. Just make your way to
the other side to find a Power Bomb Tank. [POWER BOMB TANKS: 05/10] Get back
to the landing site. Now Space Jump along the left cliffside. You should see a
long, flat part of the cliff. Get below that part, Spring Ball up, and Power
Bomb to reveal a hidden tunnel. Enter that, and the door inside.
- In this tunnel is more acid, along with Yapping Maws and Wavers. Use Power
Bombs galore here to get past this area, as there's a lot of blockage. Enter
the door at the end to find an Energy Tank! Grab it. [ENERGY TANKS: 08/14]
That's not all here though, Bomb the grating in front of the Chozo statue to
reveal a path underneath. Take it when the acid is low. Once on the other
side, continue Power Bombing the obstructions. Enter the door at the other
side.
- Now for a bit of a tricky thing. Using the X-Ray Scope, you can see some
blocks to shoot out, and a collapsible floor below them. Shoot the blocks.
Now, the collapsible blocks are actually in sets of two. If you step on the
two rightside ones, those disappear. Same with the left ones. What you need to
do is fall down both sides at the same time. The Spring Ball may help you out
here. If done right, congrats! Unmorph, then when you get even with the two
Missile Tanks, shoot the wall blocking one of them, grab it, then jump to the
other one. This way, you can get both in one go. If you failed, then just
repeat the process to get up there and get the other Missile Tank. Once both
are collected, drop down and take the first door you see.
[MISSILE TANKS: 36/46]
----------------------------------------------
_________________________
|.._____________________..|
|:/ \:|
|| ___________ ||
|| ->: } : ||
|| ¯¯| |¯| |¯¯ ||
|| : | | : ||
|| : : ¯¯ ||
|| |_|_________ ||
|| |¯{ : O| ||
|| | |¯¯¯¯¯¯¯| | ||
|| | | | | ||
|| | | | | ||
|| | | | | ||
|| | | | | ||
|| | |_______| | ||
|| | { : | ||
|| | :¯¯¯¯¯¯¯¯¯ ||
|| ¯¯ CRATERIA ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Run past this slanted hall where you got your first Energy Tank, enter the
door. In fact, run through Speed Booster-crazy, and blast through the wall
once you get to an old, familiar cave. Yeah...go down and down, into old
Tourian for a bit. At the bottom of the "escape shaft," jump up and get onto
the very small platform hugging the right wall that's above the door. Bomb
here to reveal a hidden passage. Roll through, enter the yellow door.
- In this room, move right until you see Boyons. Freeze them so as to create a
non-stopped floor, then run right for Speed Booster time. Shinespark up the
shaft on the right side to find a Super Missile Tank! Grab it, then exit left.
You can Grapple swing across from here if you wish to. Enter the door at the
other side to return back to the "escape shaft." Now enter Brinstar from the
leftmost elevator. [SUPER MISSILE TANKS: 07/10]
----------------------------------------------
___________________________________
|.._______________________________..|
|:/ \:|
|| | _____ ||
|| v |O | ||
|| | | |¯¯¯| ||
|| | | _|___|____ ||
|| : :1 1: * :O{O| ||
|| : | ¯¯¯¯¯¯¯¯¯¯ ||
|| : :-> __ ||
|| |":¯¯¯:O| ||
|| | |¯| |¯ ||
|| _______| |_| | ||
|| |O:O : : } } | ||
|| ¯¯2¯¯¯¯¯¯¯¯:3| ||
|| ¯¯ ||
|| __2_________ ||
|| |S: :3 ||
|| ¯¯¯¯¯¯¯¯¯¯¯¯ BRINSTAR ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Enter the first door to the right. Remember this room? Well now that you have
the Speed Booster, you can get past the gates up top. So do so, then enter the
red door at the other side. Inside is the last Reserve Tank. That's not all
though, roll through the pipe below to get to a room behind where a Missile
Tank is. Grab that, but don't leave just yet! Shoot the right wall. Another
Missile Tank! Wow. [RESERVE TANKS: 4/4] [MISSILE TANKS: 38/46] Bomb your way
to it, grab it, then head back out. Now, how to get out now that the gates are
closed? Well shoot the ceiling to find an opening, jump up there. Kill the
Wavers and Sidehoppers up here and walk left to find a Super Missile Tank.
Grab it, then stand on the pedestal the Tank was on to fall and appear back to
the left of those gates. Exit the room. [SUPER MISSILE TANKS: 08/10]
- Now drop to the bottom. Plant a Power Bomb and continue going down. Enter the
door at the bottom. In here, get rid of the Beetoms and continue left. You'll
get to a room with metal blocks. Walking left a bit, you'll see an Energy
Tank. The X-Ray Scope reveals a hole in front of it, so jump over that pit to
grab that Energy Tank. Enter the green door for a Super Missile Tank. Exit,
then fall down into the hole. Over to the left is a Save Station. [ENERGY
TANKS: 09/14] [SUPER MISSILE TANKS: 09/10]
- Roll under the spikes here, then get through the obstacle course here lined
with spikes and filled with Beetoms and Zebbos. It helps to freeze a lot of
these guys. Enter the door at the end to find a trio of Etecoons. These are
friendly creatures. After chanting the "item acquisition" theme, they then
start jumping up the wall. These guys are supposed to teach new players that
they can Wall Jump. Kinda neat that they're put here. Anyway, since you have
the Space Jump, you can just use that to get up to where they are. A third one
will show you how to get a hidden item by jumping towards the right wall and
rolling into the tunnel. Should be self-explanatory, so do that to net
yourself a Power Bomb Tank. Thanks guys! Get back out and enter the door at
the top of here to get out. Enter the door above you to get into pink Brinstar
territory. [POWER BOMB TANKS: 06/10]
----------------------------------------------
_____________________________________
|.._________________________________..|
|:/ \:|
|| _____ ||
|| } : ||
|| _____________| | ||
|| ->:________ ____: |___ ||
|| "| }O | |_ ||
|| |O¯¯: : :O| ||
|| ¯¯¯| }¯¯¯¯¯ ||
|| ___|* :-> ||
|| | }*|¯¯ ||
|| _____________| |¯¯¯ ||
|| |O} : | ||
|| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ BRINSTAR ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- You'll have to get past Reos, Zeelas, and a mess of Bombable blocks, but you
can Speed Booster through those. The blocks on the floor next to those lead to
a rather empty hall after dropping a fair distance. Over to the left, you'll
find a Dachora. This friendly creature teaches new players on how to do the
Shinespark maneuver. There's also an energy refill down here, so it's not too
useless of an area. Either way, make your way right to the large pink room.
- Head down a little bit to find some Grapple points. You can either swing
across or use the Space Jump, doesn't really matter. There's a Missile Tank
there. [MISSILE TANKS: 39/46] Drop down just to the right of here, and plant a
Power Bomb to clear away a bit of the terrain here. Now jump left through the
wall to enter a hidden room. In here, kill the two large Sidehoppers, and
you'll find a rather weird spot on the ground. You shouldn't have to look that
hard. Hit that with a Super Missile and drop down to grab a Power Bomb Tank.
Shoot the gate on the left to be able to get out. You'll emerge back at the
large pink room. [POWER BOMB TANKS: 07/10]
- Head to the right side to find a yellow door. Enter it. Kill the Sidehoppers
here, then Space Jump up. Shoot the gate at the top to open it, then drop down
from the other side. Enter the door. Inside is an Energy Tank. Now head back
to the large pink room. [ENERGY TANKS: 10/14] Get back to exactly where you
found the Charge Beam just below this room. Once in here, plant a Power Bomb
to open up the pipe below. Roll on through as the Morph Ball. Drop down and
enter the red door.
- In this partially-submerged room, head left and do some spring-cleaning by
killing all the Zoros, then start from the right and Speed Booster run left.
You'll crash through a bunch of stuff, inevitably getting to the end where an
Energy Tank awaits. [ENERGY TANKS: 11/14] Nice. Head back to the large pink
room, and enter the right door on the bottom to get to the "staircase-shaped"
room. Once in there, make a giant leap immediately to find a yellow door.
Enter it.
----------------------------------------------
_______________________________________
|..___________________________________..|
|:/ \:|
|| ______ ||
|| |O: :1 ||
|| | ¯¯¯¯¯¯ __ ||
|| v 1: | ||
|| ______________| |_________| | ||
|| ->: : {O{ {* : : O *| ||
|| | ¯{¯¯¯¯¯¯¯¯¯¯¯¯¯: |¯¯¯¯¯ ||
|| ¯¯¯| ¯¯¯¯¯|____ ¯¯ ||
|| ¯¯¯| :-> ||
|| ¯¯¯¯¯¯¯¯ BRINSTAR ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Huh, a familiar blue. Kill the large Sidehoppers here, and Bomb the wall at
the end to find a hidden passage. Behind there is a Power Bomb Tank! [POWER
BOMB TANKS: 08/10] Inspecting the right wall indicates it's susceptible to a
Power Bomb, so plant one. Walk through, and lookee here, we're where we got
the Morph Ball! Head right a bit, in the room where you got your second
Missile Tank that was behind the massively lowered ceiling. Shoot the ceiling
around here to find an Energy Tank! Just jump to it and collect it. [ENERGY
TANKS: 12/14]
- Now, use a Power Bomb to create a path large enough for us. Go to the left,
then build up a Speed Booster run. Shinespark up within that lowered ceiling
to find a hidden area. Hey, this wasn't in the original Metroid! (I don't
think it was even in Zero Mission either, ha) Enter the door up here. In here,
you'll find nothing but water and spikes. But the X-Ray Scope reveals a hidden
ledge. Huh. Jump up there and run across to avoid the boulders. Enter the
door. Inside is a Missile Tank, but that isn't all. Shoot towards the pedestal
to find a second Missile Tank hidden in one of those blocks. Nice. [MISSILE
TANKS: 41/46]
----------------------------------------------
_____________________________________________________
|.._________________________________________________..|
|:/ \:|
|| __ BRINSTAR ||
|| | : ||
|| | | ||
|| | | ||
|| ____________| | ||
|| ->: : | ||
|| ¯¯¯¯¯¯¯¯¯¯¯¯| | ||
|| : | ||
|| |"| ||
|| _| |____ ___ _ _ ________ ______ ||
|| |R: : :" : : { _: |_ O{ ||
|| ¯¯¯¯¯¯¯¯¯¯¯¯ ¯ ¯ | | |*: {¯|"¯¯¯ ||
|| | ¯ ¯¯¯¯¯ ||
|| v ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- One last place to go before we're done officially with Brinstar. Where is
that, you may ask? The Kraid's Lair area. Yeah. Thought we wouldn't get back
here again, eh? Head to the room where you face Keyhunters, and get to the
very right side. The X-Ray Scope reveals a line of Power Bomb blocks leading
to a Missile Tank! Plant a Power Bomb here, then Spring Ball up and go collect
this. Now head to Norfair. Our final jaunt through that furnace has come.
[MISSILE TANKS: 42/46]
____________________________ __ _ _
/ END SECTION /
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Missile Tanks: 42/46
- Super Missile Tanks: 9/10
- Power Bomb Tanks: 8/10
- Energy Tanks: 12/14
- Reserve Tanks: 4/4
Upgrades:
Morph Ball
Bombs
Charge Beam
Spazer Beam
High Jump Boots
Varia Suit
Speed Booster
Ice Beam
Grappling Beam
Wave Beam
X-Ray Scope
Gravity Suit
Space Jump
Plasma Beam
_____________________________________________________________________________
(=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=)
/ Fight Near Planet's Core
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
___________________________________________
|.._______________________________________..|
|:/ \:|
|| | ||
|| v ||
|| | | ||
|| : : ||
|| : |______________________ ||
|| : :S:_______________: : ||
|| ¯¯¯¯¯ |¯: | ||
|| | |¯¯¯ ___ ||
|| ______|_|___________: : ||
|| : ¯:R: : { | ||
|| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯: | ||
|| ___________ / ¯ ||
|| |S: : : ||
|| ¯| |¯| | ||
|| | | |¯ ||
|| NORFAIR v ¯¯¯ ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Well, we're back. With all other areas cleared out, this will definitely be
our last stop before the rebuilt Tourian. Start out by getting to the Save
Station and running through the hall right of it with the Speed Booster. Enter
that door. From here, drop down, shoot the floor, get to the bottom. Open the
gate on the left from here and enter the door. Go down this room filled with
white Geemers and red Zebesians. Just get to the bottom while spamming your
Beam and enter the door at the bottom. From here, head right.
- Get past the swinging room past the energy refill here, and enter the door.
Open the gate, then roll through the terrain to appear somewhere. Drop down,
and enter the yellow door. From this room, drop into the lava, beware the
Namihes, and Space Jump up the other side. You'll find the gaping mouth of
what looks like a Ridley head. This must be his new lair. Enter. You'll see an
elevator, but there's a Save Station to the left if you want it. Otherwise,
head down the elevator to enter the bowels of Norfair, where Ridley apparently
is hiding. Time to kill this beast once and for all!
----------------------------------------------
___________________________________________
|.._______________________________________..|
|:/ \:|
|| _ ||
|| |O} ___ ||
|| ¯ \| : | ||
|| | } |":-> ||
|| v _______| | | ||
|| ___________| |_____| :_______| | ||
|| | : : |_______| | ||
|| | __|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯:2: : | ||
|| |" ¯:1 ¯¯¯¯¯¯¯¯¯¯¯¯ ||
|| ¯¯¯¯¯ __________ ||
|| ____| : :2 ||
|| 1:O|O| :¯¯¯¯¯¯¯¯ ||
|| |" :O|\ _ ||
|| ¯¯¯¯¯ :R| ||
|| ¯ NORFAIR ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- So we have two choices here. For the sake of saving time, let's head left,
past the Dragons and fire vents. Space Jump makes this easy. Enter the door at
the end. From here, Space Jump over the acid to the little area to the left.
Use a Power Bomb to reveal a golden Chozo statue. Get Samus as a Morph Ball in
its hands to lower the acid in this room. Lovely. Drop down, fall through the
hole at the bottom. Roll through the tight corridor here, Bombing the rest of
the way through. Get past the Holtz's and Magdollites, and enter the door.
- You'll see a Missile Tank, but the floor ahead is collapsible. Use the Space
Jump carefully to reach this. You can also just hold the jump button while in
Morph Ball to spam the Spring Ball and get it that way. [MISSILE TANKS: 43/46]
Either way, once the Tank is gotten, drop down. You'll find you're locked in
here, but a Chozo statue drops down. Wait, this is a Torizo! And it's golden!
:::::::::::::::::::::
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BOSS: Golden Torizo
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- So, to fight this Golden Torizo, you need to rely completely on charged Beam
shots with the Plasma Beam on. He sidestep dodges Missiles, and grabs Super
Missiles to throw them back at you. His actual attacks consist of rapid energy
wave attacks from his hand swipes, exploding Item Spheres, energy balls that
later explode where they hit, and some kind of eggs that sprout into mini
birds that look like Wallfires from Metroid II. The more you damage this
Torizo, the duller its color gets. Eventually, after a lot of damage, it
finally dies.
_____________________
:::::::::::::::::::::
- Grab the pickups and exit this room to get the final upgrade, the Screw
Attack! Now you can instantly kill non-boss creatures in one shot by simply
somersault jumping into them.
[[SCREW ATTACK ACQUIRED]]
- Re-enter the room where you fought the Golden Torizo, and start Space Jumping
up the right side. The Screw Attack will break through some of the ceiling,
revealing an alcove. Shoot the left wall to find the last Super Missile Tank!
Awesome. Grab it, then head back to where you got the Screw Attack. Start
Space Jumping up from here. There's an energy refill halfway up if you need
it, but you actually need to enter the top door. [SUPER MISSILE TANKS: 10/10]
- Get through the hall here by ripping through the Ripper IIs with your Screw
Attack, and open the Super Missile gate at the end. Enter the door, then the
next one. In this next hallway, quickly run and Screw Attack/Space Jump
through the pillars before the acid gets too high. In the next room, climb up
while avoiding the Namihe flames and killing the gold Zebesians, which are
oddly weaker than pink ones, but are invulnerable to normal Beam shots. They
are much faster though. Once you get to the top, don't enter the door.
Instead, shoot the ceiling to get higher. Enter the door there.
- Shoot through the floor here. Next, use the X-Ray Scope. You'll see that
there's some Bombable blocks with collapsible floor right below them...except
for the extreme left and right sides. The left side has a tunnel that leads
out. Bomb and drop there, and move left to find a Missile Tank in a
heart-shaped room. Odd-looking design. [MISSILE TANKS: 44/46] Head back out
and drop further down. Beware the hyper-speed Multiviolas here. At the bottom,
clear out the large Dessgeegas and more Multiviolas, and enter the door. Get
to the bottom of this room while clearing out the gold Zebesians, then plant a
Power Bomb to destroy the floor. You can fall down the center to a familiar
room. Now you can head back to that first vertical room with Namihes and gold
Space Pirates. Enter the door I told you to ignore.
----------------------------------------------
_________________________
|.._____________________..|
|:/ \:|
|| NORFAIR ___ ||
|| } : ||
|| | | ||
|| _______| |_ ||
|| __| : : { | ||
|| ->: |"|¯¯ | ||
|| | | | O| ||
|| | | :¯¯¯ ||
|| | | {¯¯¯| ||
|| ¯¯¯¯¯¯¯ ¯¯¯¯| ||
|| __________| ||
|| |O} } | ||
|| ¯|"|¯¯¯¯¯¯¯ ||
|| | | ||
|| <-: | ||
|| ¯¯ ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This large room has one hazard: the acid level is rising and it won't stop.
Make your way quickly through this room. Don't worry about items, there's none
hidden here. Just focus on getting out of here. The exit is the top right of
the room. Once you're out of there, congrats. Anyway, once you have exited the
room, enter the next door. In here, freeze the Fune and Super Missile it to
kill it. Walk behind it for a hidden area. You'll also find Fire Fleas here,
so don't kill them if you can help it. There's an Energy Tank at the bottom
here, which could be a much-needed energy refill if that large rising acid
room got you a bit. Now exit this room the same way you entered. [ENERGY
TANKS: 13/14]
- Place a Power Bomb here and drop down the hole that was created. Go down,
kill the red Keyhunters, and you'll eventually see a door. That's just a Save
Station, but I'd advise using it. Ridley's kinda tough. Get to the bottom,
Power Bomb, then roll right. Plant another Power Bomb at the end, then drop
through the yellow door you opened. Shoot diagonally down to the left to find
a metal pillar rise. Get on that and roll left with the Morph Ball after
Bombing out the walls next to you.
- Large Dessgeegas! Kill them with the Screw Attack. At the end, you'll see
three structures, one of them headless. Just left of them is a Bombable block.
Bomb that and roll left to find a Power Bomb Tank! [POWER BOMB TANKS: 09/10]
Now get back to the three structures and plant a Power Bomb to destroy the
headless one. Drop down. Use the spike traps as elevators. When they stop,
step off, then get under them. Simple. Enter the green door at the bottom.
----------------------------------------------
_________________________________
|.._____________________________..|
|:/ \:|
|| ____________________ ||
|| _| : : : :<- ||
|| |O: |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ||
|| ¯¯¯ NORFAIR ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- In here, you get to fight Ninja Space Pirates! Yeah, Ninja Pirates...the
epitome of awesomeness. Anyway, these things throw their claws at you, kick
when you're up close, somersault jump, and dive kick. They're invulnerable,
except for when they do the dive kick. Shoot them with Super Missiles for a
quicker kill when they turn gold during their dive kick. You can provoke the
dive kick by jumping over them. After killing both, the door ahead should be
unlocked. Take it.
- Next room, just get through the Holtz's and Zebbo spawners. Nothing the
simple Screw Attack can't fix. Just enter the door at the other side. Another
hall, this time filled with Violas. Kinda easier. The platforms are also
thinner, but...did they honestly expect you to do some platforming here? Ah,
wait, scratch that. This game has many crazy sequence breaks, so maybe you
could be here without the Space Jump. At the end is a Gadora. Kill it like
always and open the door.
:::::::::::::::::::::
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BOSS: Ridley
¯¯¯¯¯¯¯¯¯¯¯¯
- Drop to the bottom, and eventually Ridley will show himself. You can damage
him before he makes himself known by using a Power Bomb. Just kind of a tip
there. Anyway, Ridley is pretty tough, mainly because of his erratic flying.
You'll have to catch up to him with the Space Jump a lot. Use Missiles or
Super Missiles on him. His tail is completely immune to damage, so he can use
that as a bit of a shield by swinging it around. It also can damage you even
when you're in the Screw Attack, which normally makes you invincible to
attacks, so yeah. Ridley also uses fireballs to attack, and occasionally picks
you up to hit you with his tail. He's pretty powerful...even with all the
energy you have, you still have to be careful. Eventually, he should go down,
possibly even after your Super Missiles have been exhausted.
_____________________
:::::::::::::::::::::
- Grab the pickups and enter the door nearby. Huh...the baby Metroid's case has
broken...so now it's free...somewhere. Shoot the wall just below the door to
find the game's final Energy Tank. Yay! Now backtrack to the dimly-lit room
where you found the 13th Energy Tank, and instead of getting past where that
Fune was, head up, past more Funes and boulders. At the top, head left through
the wall instead of into the door. Enter the door past that fake wall. (Refer
to the previous map for reference.)
----------------------------------------------
___________________________________
|.._______________________________..|
|:/ \:|
|| head to __ ||
|| Tourian <-: | ||
|| _| |_____________ ||
|| |O} : { O{ | ||
|| ¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯| ||
|| |_______| ||
|| |" : } :O| ||
|| ¯¯¯¯¯|^|¯ ||
|| NORFAIR | ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Get through this room, past the Alcoons, then up. Head right when you see the
door. You'll find a Missile Tank past an Alcoon. [MISSILE TANKS: 45/46] Next,
use the X-Ray Scope to see some hidden Morph Ball tunnels. Spring Ball and
Bomb the topmost block, then spam the Spring Ball to get to the right side.
Drop, Bomb, then enter the door. You'll see a Power Bomb Tank. First, shoot
off the heads of the pillars, then get on them to collapse them. This way you
can get this last Power Bomb Tank and exit via the door here. [POWER BOMB
TANKS: 10/10] So do so to get back to that dimly-lit room. Now head left
again, take the door that you ignored once you passed the Alcoons.
- Get through this next room of rising and falling acid, and fire vents. Roll
under the rock. After getting onto the ledge on the other side, Bomb it around
the center to get into the ledge. Roll left and you should find the final
Missile Tank. Thusly, this is the last item you get in the game! Feels great,
doesn't it? [MISSILE TANKS: 46/46] Exit this room, climb up. Shoot the
ceiling, then enter the door. Get past this next room, it should be obvious.
You'll appear back in the small Alcoon room left of where you got the Wave
Beam. Time to exit Norfair, and head ALL the way to Crateria, for the final
showdown. May be good to save and stock up at your ship.
- Once you get back to that room with the statue as shown in the map, watch as
parts of the statue grey out as it counts down all the bosses you've killed.
After it's all greyed out, it will sink...sink...sink...head down after it and
go down the elevator to enter Tourian.
____________________________ __ _ _
/ END SECTION /
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Missile Tanks: 46/46
- Super Missile Tanks: 10/10
- Power Bomb Tanks: 10/10
- Energy Tanks: 14/14
- Reserve Tanks: 4/4
Upgrades:
Morph Ball
Bombs
Charge Beam
Spazer Beam
High Jump Boots
Varia Suit
Speed Booster
Ice Beam
Grappling Beam
Wave Beam
X-Ray Scope
Gravity Suit
Space Jump
Plasma Beam
Screw Attack
_____________________________________________________________________________
(=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=)
/ The Zebesian Extinction
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_____________________________
|.._________________________..|
|:/ \:|
|| | ||
|| ______________v__ ||
|| | : : :S| ||
|| | :¯¯¯¯¯¯¯¯¯¯¯:¯|¯ ||
|| ¯¯¯¯¯¯¯¯¯¯¯¯¯|_| ||
|| ______________| ||
|| _| } : : ¯| ||
|| |R: :¯¯¯¯¯:¯|¯¯¯¯¯ ||
|| ¯¯¯¯¯¯¯¯¯: | ||
|| |¯¯¯¯¯: | ||
|| ¯¯¯¯¯¯¯ TOURIAN ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Welcome to the Pirates' new base, the rebuilt Tourian. There's some new
liquid here. It looks like red acid, and thus, the Gravity Suit cannot protect
you from it. There's a Save Station down here. Anyway, your jaunt through
Tourian is going to be the same as last time, because the Pirates have cloned
more Metroids, presumably from the baby Metroid. We have to kill these...head
left.
- You'll be assaulted by Rinkas and the Metroids. Deal with them like usual.
Freeze them, then shoot them with five Missiles or one Super Missile. If they
get on you, they're pretty tough to shake off, since they don't fly off very
far at all when detached, so they can get back on you very quickly. So move
left and right while Bombing like crazy. If it seems hopeless, you can exit
the room and the Metroid will get off you. A new feature is that, these
Metroids can be slightly damaged and eventually killed if you use enough Power
Bombs. But that's pretty much a waste. Either way, head left, constantly
killing Metroids.
- Next room, go down, kill some more. Enter the door below, go right. These
halls are very linear, there's no branching paths, so I shouldn't really need
to direct you, actually. Only thing you need to keep doing is keep on killing
Metroids. Eventually, you'll get to a place in Tourian that is really dusty.
Every enemy in there is dead, leaving only a crust that falls apart if
touched. There are also blue Sidehoppers here, invulnerable to all but Super
Missiles...and tons of them. So I'd just ignore them. Eventually, the screen
will stop scrolling and you'll encounter another blue Sidehopper. It seems
like we have no choice but to fight this one...wait, what's that noise...?
- HOLY CRAP! It's a giant Metroid! It violently latches onto that Sidehopper
and drains its life down to a husk...then it comes after Samus. As it's really
large, it hinders your mobility and you can't get it off. What will you do!?
Suddenly, just before Samus is killed, the Metroid stops. It then squeals in
regret...is this...? This is the baby Metroid! It flies away...it seems to
have recognized Samus finally and is too regretful that it almost killed her.
Well, poor thing. But we need an energy refill. Thankfully, in the next room,
there's an energy and ammo refill left of the red door. Get those much-needed
refills, then continue on.
- There's a Gadora at the end of the dusty area, so kill it. The next room
hides a Save Station. NOTE: If you save here, it's a point of no return. You
can't go back. This is a warning just in case you ever wanted to do something
later. Drop to the bottom, and enter the red door.
_
\_______________________________________/
>-:::::::::::::::::::::::::::::::::::::::-<
/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\
¯
BOSS: Mother Brain
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This next hall is Mother Brain's chamber. It's the same as last time, shoot
down the Zebetites with Missiles (preferably, since you have more of those
than Supers). You'll have to deal with Rinkas and turret fire here, so you'll
have to tank through this until you reach Mother Brain. Keep firing Missiles
at Mother Brain as the glass case breaks completely open and you damage her.
For some reason she's a lot smaller than she was before...after enough
Missiles, she's killed.
- ...Not! Suddenly, Mother Brain rises, revealing a new body. This scary figure
is Mother Brain's new body and reconstruction, and her weak point is still her
head. She also now has a mouth that breathes poison and constantly drools. But
as far as attacks are concerned, right now she spits out bombs and fires
Zebesian lasers and bubble lasers. Switch to your Super Missiles and just let
her have it. If all 50 hit, then Mother Brain will resort to powerful
explosive rays emitted from her hand. Make sure to dodge these, they HURT.
Hit her with the rest of your Missiles and she will then resort to her final
attack...
- She charges up, and then releases an extremely powerful and crippling beam
that knocks out around 3 Energy Tanks! Ouch! And it cripples Samus for a bit,
so it must've really hurt. Wait...that beam drained all your ammo! That's not
fair! Now you can't harm her with anything but your charged shots, which isn't
gonna do much. Nevertheless, persist...but she'll still keep doing that
powerful attack. Eventually...Samus won't be able to move...crap...Mother
Brain now has easy prey...she charges up the beam...c'mon Samus, get up...
- WOAH! Is...is that the baby Metroid? Oh wow, it's attacking Mother Brain,
draining her energy. Awesome! After a while, Mother Brain slows down, then
crouches, turning into a husk. The Metroid detaches, then it floats down to
Samus...it's siphoning the energy back to Samus! I...I feel like I'm gonna
cry.
- ...Uh, Metroid? You'd better move...Mother Brain is coming back to life...and
she's angry. She starts pummeling the Metroid with attacks...and it's doing
visible damage! No! After the Metroid has healed Samus, it detaches from her,
then attempts to attack Mother Brain...but it sustains one last hit, which
kills it. No!! As the Metroid's remains rain down on Samus, she suddenly gains
a new power. This overwhelming power is known as the Hyper Beam. It can't
charge, but it fires a long, thin, rainbow-colored laser that does immense
damage. You know what this means?
- Mother Brain...time to go! Spam that Hyper Beam at Mother Brain's head and
watch her take recoils from the blasts as she screams with every hit. She
tries to fight back, but it's useless. She's dead before you know it, her body
exploding apart, leaving her head. She opens her mouth, then crumbles away.
Finally, got rid of that scum.
_
\_______________________________________/
>-:::::::::::::::::::::::::::::::::::::::-<
/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\
¯
----------------------------------------------
_________________________________________________________
|.._____________________________________________________..|
|:/ \:|
|| _____________ ||
|| | | ||
|| | : ||
|| TIME BOMB } | | ||
|| SET ___________| v | ||
|| | : S : ||
|| | |¯| |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ||
|| : | | :¯¯¯¯¯:¯| ||
|| : : ¯¯¯¯¯¯¯¯¯ ||
|| |_| ||
|| |¯| ||
|| | | ||
|| | | ||
|| | | ||
|| | | ||
|| | | ||
|| _____ | | ||
|| | |_| | ||
|| ____ | : { : ||
|| |_ {<- | |¯¯¯¯ ||
|| |¯|¯¯¯¯¯¯¯¯¯¯¯: | ||
|| | : | | ||
|| ¯¯¯¯¯¯¯¯¯¯¯¯¯| | ||
|| ¯¯¯¯¯ ||
|:\ /:|
|..¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯..|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Time bomb set? Oh great, another escape sequence. The wall to the left breaks
apart, so head in. You'll be blocked by gates, but screw that, the Hyper Beam
completely wrecks those things. Head through the linear exit rooms. When you
get to a lengthy room with multiple paths, the quickest one is to just Speed
Booster right, then Shinespark up. The next room, you have to get to the top,
then work your way around and down to get to the other side. Next room,
there's more Ninja Pirates, but those can be killed with the Hyper Beam. Shoot
away the wall and you'll find yourself in old Tourian, in the escape shaft.
Wow. As if that wasn't cool enough, acid is rising, so hurry up!
- Follow the caves toward the ship...but for a little secret, take the path
down to where you got the Bombs. You'll find the Etecoons and the Dachora
trapped there! You don't see it yet, but acid is slowly rising in here. Shoot
the right wall in the room to blow it open and allow a passage out for them.
If you stick around, the last Etecoon will look back at you before catching up
with the others. After saving them, hurry to your ship.
- Remember how in the original Metroid, it just ended with no explosion and
Zebes was shown to still be intact? And how in Zero Mission, there was an
explosion? Well, apparently the time bomb was connected to the whole planet,
because the crust cracks open, and then explodes into a major supernova. Damn.
I'd have to say, this explosion still has to be the best explosion I've ever
seen.
- Samus is seen barely escaping the explosion, and if you saved the animals, a
small light is seen escaping from the right...but how? Are the animals smart
enough to pilot a ship? Maybe so...either way, you are done with the game!
___________________________________
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^\
< End >\
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv \__________________________
Congrats! You beat the game. Before the credits, it shows the time that you
completed the game in, which is actually dependant on the ending. After the
credits, the ending you get is Samus...and depending on how fast you finished,
you get to see more of her. After the ending, you're given your item collection
rate and a reset screen. (In other words, you'll have to hit the reset to get
out of the screen.) So what are the endings? Well...
--------------------------
Ending #1
¯¯¯¯¯¯¯¯¯
How: Finish the game in over 5 hours.
What: Samus's suit doesn't disappear. Instead, she stays in her suit, then
gives you a thumbs up before jumping into the background and shooting.
--------------------------
Ending #2
¯¯¯¯¯¯¯¯¯
How: Finish the game between 5 and 3 hours.
What: Samus's helmet disappears, still doesn't reveal much, as she's wearing
head gear inside. She gives a thumbs-up and a smile, then jumps into the
background to shoot.
--------------------------
Ending #3
¯¯¯¯¯¯¯¯¯
How: Finish the game in under 3 hours.
What: Samus's entire suit disappears, revealing her to be in boots, a bikini
bottom, and a tank top. All in black. Black actually looks good on her! She
unties her hair, then jumps into the background with her suit back on and
shoots.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
/ ========================================================================= \
( I T E M S )
\ ========================================================================= /
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This covers all Missile Tanks, Super Missile Tanks, other various upgrade
items, and the major ability upgrades as well. These are ordered in the way you
normally get these items.
___________________________________
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^\
< Upgrades >\
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv \__________________________
These are items that enhance Samus's abilities. These are ordered in the way
you can get them. This doesn't count the weapons that have ammo.
--------------------------
Morphing Ball
¯¯¯¯¯¯¯¯¯¯¯¯¯
How to get: This is easy to get. It's in the small blue Brinstar area that
resembles Brinstar from the original Metroid. To reach that, you take a pretty
linear path from your ship. Once you enter blue Brinstar, just take a left
from the elevator to find this!
How to use: The Morphing Ball allows you to turn into the Morph Ball, which
allows you to roll through small tunnels. To use, just tap down while
crouching. To get out of Morph Ball, press up. You can use Morph Ball in the
air by tapping down twice in quick succession.
--------------------------
Bombs
¯¯¯¯¯
How to get: It's fairly close to the landing site. Head left from the ship,
enter the caves, and when you see a tunnel below you, take it by using the
Morph Ball. Drop down past the Ripper and enter the door. Run past the Mellow
swarm, shoot open the red door with 5 Missiles, and enter to find the Bombs...
but you won't take it so easily!
How to use: Really simple. Just go into Morph Ball mode and press the shoot
button to lay a Bomb. You can lay three at a time. If the Morph Ball is on top
of a Bomb when it explodes, the Ball will be popped into the air. This is
called a "Bomb Jump." Various different types of Bomb Jumps can be performed
if you use the Bombs cleverly. Practice!
--------------------------
Charge Beam
¯¯¯¯¯¯¯¯¯¯¯
How to get: This is in Brinstar. At the bottom of the large pink room (it's
left of blue Brinstar), Bomb the blocks at the bottom of the mound to find
this somewhat hidden.
How to use: This allows Samus to charge her Beam by holding the Shoot button.
Charged shots are more powerful than Missiles, but can't be fired as quickly.
While charging a shot, if you somersault jump, energy will encase Samus's
body, much like the Screw Attack. When you jump into an enemy like this, it
can either kill or just damage the enemy. This pseudo-Screw Attack is only as
powerful as the Beam's charge shot. Samus can lay five Bombs at a time if she
uses Morph Ball while charging (and if Bombs are on) Finally, the Charge Beam
can be combined with Power Bombs for interesting results. Check the Beams here
for more info.
--------------------------
Spazer Beam
¯¯¯¯¯¯¯¯¯¯¯
How to get: This Beam can be found in red Brinstar, in the room with water and
some Yapping Maws. Right above the left door, in the ceiling, is a discolored
block. Shoot the block, then jump up there with the High Jump Boots. At the
top, Bomb the first block and shoot the second one to avoid the trap, and roll
through as a Morph Ball. Enter the green door via a Super Missile, and you
will find this. (This can be gotten earlier if you have mastered the Wall
Jump.)
How to use: This Beam fires three lazers in triplicate much like in Metroid II.
As Beams can stack in this game, having the Spazer on lets Samus fire more
than one Beam at once for any Beam combination. The Charge Beam and Power
Bombs can be used together with only this Beam turned on for an interesting
attack. Highlight the Power Bombs and start charging the Beam. Once it's fully
charged, a Power Bomb will be used up and six Spazer lasers surround Samus
briefly in an up/down pattern before disappearing.
--------------------------
High Jump Boots
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
How to get: This item is found in Norfair. From the elevator to Brinstar, enter
the red door in the same room. Grab the Energy Tank there and fall through a
block of the floor to the left of it. Roll through and enter the door when you
emerge. Shoot the wall close to the ceiling, then jump through to find this!
How to use: It's simple. Allows you to jump higher. That's it.
--------------------------
Varia Suit
¯¯¯¯¯¯¯¯¯¯
How to get: This is found in the very right edge of Brinstar, as a reward for
defeating Kraid, the big boss of Brinstar. To reach this area, you need the
High Jump Boots.
How to use: This suit upgrade increases Samus's defenses by 25%, and also
protects her from superheated rooms that would normally cause her damage.
--------------------------
Speed Booster
¯¯¯¯¯¯¯¯¯¯¯¯¯
How to get: From the large, green-bubble room in Norfair, take the door in the
floor and take a big circle back to the green-bubble room, but in a higher
area. Follow the path past the green door and you'll find this at the end of a
long hall.
How to use: Just hold the run button as you move, and eventually Samus will go
much faster, turn blue, and have afterimages behind her. In this state, she
can blast through most barriers and kill most enemies by contact. If Samus
crouches during this, her energy will be stored, and can then perform the
"Shinespark" technique where she can jump up, diagonally upward (by holding
one of the diagonal buttons before jumping), or straight ahead if you press
ahead immediately after jumping. She flies fast in the direction you choose
until something stops her. This technique can rapidly drain her energy, so use
it cautiously. It can't kill her though, as her suit shuts down the Shinespark
if her energy gets too low.
--------------------------
Ice Beam
¯¯¯¯¯¯¯¯
How to get: From the elevator to Norfair, enter the green door, and use the
Speed Booster to get to the other side of the room past that. Enter the door,
get past the Trippers, and in the next room, climb to the top past the Funes,
then Bomb the floor beneath the door. Use the Morph Ball to squeeze into the
alcove that continues off-screen to find a room that contains this Beam!
How to use: The Ice Beam adds a freezing effect to your Beam, freezing most
enemies in place. By itself, it looks like just a blue shot that trickles
snow. The Charge Beam and Power Bombs can be used together with only this Beam
turned on for an interesting attack. Highlight the Power Bombs and start
charging the Beam. Once it's fully charged, a Power Bomb will be used up and
four charged Ice Beam shots will perpetually surround Samus in a sort of
shield. Each one instantly freezes an enemy, but also disappears once in
contact.
--------------------------
Grappling Beam
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
How to get: The Grappling Beam is found in Norfair. Here's some simple
directions. From the elevator to Brinstar room, enter the top left door, Speed
Booster through, Power Bomb the blocks, head left, go down in next room, enter
door to next room, Speed Booster through, enter door below, defeat Crocomire
(if you haven't), head left, then down, then further down, Power Bomb the
mounds of rock here, get up a Speed Booster and do a running leap across the
room. Open the door, voila!
How to use: This is an item that has to be switched to, like the Missiles,
Super Missiles, and Power Bombs. Once switched, pressing the shoot button will
let Samus shoot out an electric beam, its length depending on how long you
press the button. This beam can kill some enemies that are weak to it, open
blue doors, but most importantly, can attach to certain blocks and enemies and
let Samus swing back and forth from them by holding the shoot button and using
the D-Pad. This lets Samus cross normally impassable rooms...at least until
she gets another item that makes this one virtually useless.
--------------------------
Wave Beam
¯¯¯¯¯¯¯¯¯
How to get: The Wave Beam is found in Norfair. To get it, head over to the room
near the green bubble room (it's to the right) that contains Alcoons and
Multiviolas. Enter the red door from there. Jump across to the Missile Tank if
you haven't collected it yet, then swing across using the Grappling Beam.
Enter the red door to get this! Admittedly, you can also get this without the
Grappling Beam if you hold the run button from the spike pit below and do a
running jump to the red door, for a sequence break.
How to use: This Beam allows her shots to travel through walls unhindered! The
Wave Beam turned on by itself looks just like it does in the original Metroid,
with some graphical enhancements of course. The Charge shot fires two large
versions of the energy balls at the same time. The Charge Beam and Power Bombs
can be used together with only this Beam turned on for an interesting attack.
Highlight the Power Bombs and start charging the Beam. Once it's fully
charged, a Power Bomb will be used up and four charged Wave Beam shots will
be shot out and cross around Samus in an X pattern for about five seconds
before dissipating.
--------------------------
X-Ray Scope
¯¯¯¯¯¯¯¯¯¯¯
How to get: This nifty item is found in Brinstar, past a yellow door in the
tall red Brinstar room. Thus, you need Power Bombs and the Grappling Beam past
the door to cross the room. Past that large Grappling Beam usage room, plant
a Bomb while on the ledge to have something take you up. Roll left and drop
into the small chamber where this item lies.
How to use: This is an item that needs to be switched to, like your weaponry
and the Grappling Beam. While highlighted, holding the run button turns on
the Scope, showing an illuminated viewpoint from Samus's visor, controlled
with the D-Pad. This illuminated scope reveals important details you normally
couldn't see, like destructible walls, pass-through walls, and more.
--------------------------
Gravity Suit
¯¯¯¯¯¯¯¯¯¯¯¯
How to get: This item can be found in the Wrecked Ship. To access, first exit
the ship through the upper-left door. Once outside, scan the ground with the
X-Ray Scope until you find cracked blocks. Shoot it, then head down there.
Move right through the Morph Ball tunnel to find a door. Head through the
small room and back into the Wrecked Ship. Swing across the spiked room by
using the Grappling Beam, then sit in the Chozo statue's hands as a Morph Ball
to get transported to a hidden room below the floor. Enter the door here to
find the suit.
How to use: This item turns your suit purple! More specifically, magenta.
...But aside from aesthetic differences, you take less damage, lava is no
longer a hazard, and movement isn't restricted when in water or lava. Acid and
Tourian's lava can still harm you, though.
--------------------------
Space Jump
¯¯¯¯¯¯¯¯¯¯
How to get: This is your reward for defeating Draygon. Where's Draygon? Well it
hides in the right-most chambers of Maridia. Just get through a bunch of
rooms, you'll eventually get there. The Botwoon mini-boss is a sign of getting
close.
How to use: The Space Jump lets you jump infinite times in the air, if you keep
getting the timing right. Just do a somersault jump to start it, then jump
again while in the air. However, you can't just spam the jump button to get it
to work. You have to press the button a tiny bit after you start descending.
The timing is weird, but once you figure it out, it's entirely possible to
"fly" indefinitely.
--------------------------
Plasma Beam
¯¯¯¯¯¯¯¯¯¯¯
How to get: This can be gotten after defeating Draygon. To get here easily,
head out from the elevator to Crateria in Maridia until you get to the large
room after the series of halls. In here, get to the top. Space Jump makes it
easy, but once there, there is a grey door that can be opened. Follow the
rooms inside to find this in a room stuffed with pink Space Pirates!
How to use: This tough Beam is the most powerful in the game, and allows your
Beam shots to penetrate through multiple enemies in a single shot. This Beam
function is not compatible with the Spazer function, and thus you can't have
both on at the same time (unless you glitch it). With the Wave Beam on, you
shoot two shots at once. Alone, it is a simple, long, green Beam. The Charge
Beam and Power Bombs can be used together with only this Beam turned on for an
interesting attack. Highlight the Power Bombs and start charging the Beam.
Once it's fully charged, a Power Bomb will be used up and four unique Plasma
balls will rapidly circle around Samus, undulating in and out for about three
seconds.
--------------------------
Spring Ball
¯¯¯¯¯¯¯¯¯¯¯
How to get: This is found in Maridia. To obtain, go up from the glass tube
entrance, then right. Just constantly right, along the halls of the bottom of
Maridia. Eventually, you should reach a small room with a broken Grapple point
in the ceiling and what appears to be an opening above it. Break that point by
swinging from it, then Space Jump up to it. Now Space Jump up some more, dodge
the Menus, then go right and drop. Once you reach a door, enter it. In here,
Power Bomb a barrier away, then let the Shaktool robot dig through the hard
sand, eventually leading to a door. Enter that. From here, enter the Morph
Ball tunnels, then take a left to find this!
How to use: Quite simple, really. This completely optional item allows Samus to
jump while in Morph Ball mode. Just press the jump button when in Morph Ball.
That's it.
--------------------------
Screw Attack
¯¯¯¯¯¯¯¯¯¯¯¯
How to get: This can be gotten in Lower Norfair. From the elevator that links
the two parts of Norfair together, head left and follow that path until you
are at the room with the Golden Torizo. After beating it, exit the room and
you'll find this!
How to use: This ultimate, last item in the game encases Samus in powerful
energy whenever she somersault jumps. Oddly enough, it has the same sprite as
the Space Jump even when that is turned off. Either way, when you jump into an
enemy with this, it is immediately killed. This also tears through most
materials, but cannot be used as a weapon against bosses.
___________________________________
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^\
< Missile Tanks >\
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv \__________________________
These show where you can get Missile Tanks. Each one gives you 5 extra
Missiles. Max amount of Missiles is 230, so there's 46 Missile Tanks in all.
Kind of an odd amount, but oh well. There's checkmark boxes so you can mark
which one you have gotten, in case you want to print out this part of the
guide. These boxes will be for the other Tanks below.
--------------------------
Missile Tank #01 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This is found in Brinstar. To reach it, enter blue Brinstar from Crateria's
"old Tourian" area. From here, take a right, through the door, then shoot down
through the blocks. Roll under the rock by using the Morph Ball (also in this
small area) and open the door. Shoot the Item Sphere to get this.
--------------------------
Missile Tank #02 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This is found in Brinstar. From the entrance to blue Brinstar, just head
right, through the red door, then roll under the rock at the end to find this.
--------------------------
Missile Tank #03 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This is found in Crateria. From the ship, head left until you can go down.
Head down until you have a door on either side. Open the left one. Inside,
roll through the tunnel as a Morph Ball and Bomb away the rocks. Enter the
door at the other side to find this Tank!
--------------------------
Missile Tank #04 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This is found in Crateria. Enter old Tourian. Go to where Mother Brain used
to be, and Bomb the floor there to find weak blocks! Bomb through and
eventually you'll get to a small room with this Tank.
--------------------------
Missile Tank #05 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This is in Brinstar. From the elevator on the very left of the area, take the
first red door on the right. Blast it open with five Missiles, then enter.
Inside, walk onto the collapsible bridge above to where this Tank is. You can
Bomb yourself out from the left wall. Just be careful of Zebs.
--------------------------
Missile Tank #06 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Tank is in Brinstar. It's just at the bottom of the large pink room, you
would have to be blind to miss it.
--------------------------
Missile Tank #07 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Tank can be found in the somewhat large, green, "staircase-like" room
right of the large pink one. There should be an Air Hole close to the ceiling
as you go down. Jump yourself up there and use the Morph Ball down it to get
this. Though technically you can't get this until you have the High Jump
Boots, you can get it early with the Wall Jump technique. (Somersault towards
a wall, move away, then immediately press jump.)
--------------------------
Missile Tank #08 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Tank can be found in Norfair. From the elevator to Brinstar, go down and
enter the red door. Fall through the floor here where Energy Tank #2 is, and
after getting the High Jump Boots, go up to the top of this room to see this.
Just Morph Ball to it.
--------------------------
Missile Tank #09 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Tank can be found in Norfair. From the elevator to Brinstar, take the
top right door after getting the Varia Suit. Get through that room. In the
next room where there are Gerutas, count the stalagmites of sorts. Get down
between the second and third ones. Shoot the wall that's in the lava to find
this. Normally you would get this after getting the Gravity Suit, but it's
such a small lava pool that it wouldn't hurt to go get this Tank now.
--------------------------
Missile Tank #10 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Tank is found in Norfair. Head into the large green bubble room, then
fall through the fake floor on the right side. Bomb your way down to the
bottom, and you'll see this in a little secluded room.
--------------------------
Missile Tank #11 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Tank is in Norfair, up in the top right corner of the map in the room in
front of where you get the Speed Booster. When in front of the door that leads
to the Speed Booster room, shoot the ceiling to find this Tank.
--------------------------
Missile Tank #12 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Tank is in Brinstar, the top right area. It can be accessed either via
the Ice Beam from the long vertical room nearby, or from an elevator in
Crateria right of the ship a little bit (but you need Power Bombs). Either
way, once there, enter the room with Power Bomb Tank #1 (see below). From
there, plant a Power Bomb near the statue and the wall behind it should break.
Head back there to find this!
--------------------------
Missile Tank #13 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This one is found in Norfair. From the elevator to Brinstar, take the upper
left door in this room. Speed Booster through the next room, and Power Bomb
the blocks. Drop down, kill all the enemies, and open the door but do not
enter it. Instead, charge up a Speed Booster, store it by crouching, and
Shinespark straight left out of the door. You'll ram into the wall in the next
room. Mash the shoot button and hold left as you get out of the animation, and
you should reveal a Missile Tank and collect it. You can also get this by
freezing a Sova to use as a platform, and shooting where the Missile Tank is
before jumping to grab it.
--------------------------
Missile Tank #14 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This one is in Norfair as well. Get to the bottom of the room where #12 is,
and enter the door. Speed Boost through the next room, enter the green door.
Kill Crocomire if you haven't, continue left, then down. Fall down this room,
enter the red door. Get through this room by careful maneuvering with the
rising and dropping acid level. This Tank is at the end of this obstacle
course.
--------------------------
Missile Tank #15 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This one is in Norfair, close by #13. From the room where you can enter #13's
room, enter the door at the bottom. Power Bomb the obstructions, then Speed
Booster left. Hold the jump button while running and you'll rocket across the
room. Next, use the Grappling Beam along the line of Ripper IIs here. It's
hard, but you'll make it to the upper right corner of the room where this Tank
lies.
- You can get this Tank in an easier way and without the Grappling Beam. Do the
same running jump, but instead of moving left, stop your horizontal movement.
You'll still fly upward, and you'll get close to where the Tank is. Just Wall
Jump the rest of the way.
--------------------------
Missile Tank #16 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Missile Tank can be found in Norfair. From the room where you fight
Crocomire, go up, entering the door on top of the room above. Inside, climb
up, kill the Geruta, and then use the Grappling Beam to swing across the
ceiling to the left ledge, where this Tank waits. There's also a Super Missile
gate here to open the way to the elevator room to Brinstar.
--------------------------
Missile Tank #17 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Missile Tank is found in Norfair. In the room where you first face
Alcoons with Multiviolas as you get to the Speed Booster, you'll find a red
door. Enter it. In the next room, successfully jump across the lowering
platforms to the other side to find this Tank. Admittedly, this can be found
much earlier while you're actually getting to the Speed Booster.
--------------------------
Missile Tank #18 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Missile Tank can be found behind the upper left door in the green bubble
room. Get to the top of said room via the room with Alcoons mentioned in Tank
#16's description, swing across to the left, and enter the green door to find
this!
--------------------------
Missile Tank #19 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Also found in Norfair. From Tank #18, shoot the wall near the ceiling and
enter the opening. (You can shoot the ground in the lava to extend a pipe.) In
the next room, cross it to the other side, then shoot the leftmost platform to
reveal this.
--------------------------
Missile Tank #20 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Tank is found in Crateria. You need Power Bombs and the Grappling Beam.
From the ship, head right. If you don't have the Speed Booster, climb up and
around, and enter the green door. Follow the room, kill the Keyhunters, and
open the yellow door. Inside, you'll find this Tank. Just swing to it using
the Grappling Beam.
--------------------------
Missile Tank #21 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This is in Crateria. From Tank #19, head right to the next room. Enter the
water, and shoot the left wall where a low metal platform creates an alcove
between it and the sea floor to find a secret passage. Jump and Morph, then
roll in, where you'll find this.
--------------------------
Missile Tank #22 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Missile Tank is in the Wrecked Ship. From the main entrance to it (just
a little further from Tank #20), head down, keeping your X-Ray Scope on the
left wall. Eventually you'll see a bombable spot. Bomb through it, and get
through the spikes and spike traps to get this.
--------------------------
Missile Tank #23 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Missile Tank is also in the Wrecked Ship. Get up to the top room of the
ship, kill the Keyhunters and Atomics, then open the right door. Shoot the
Work Robots into the pits, and make your way to the end of the room where this
Tank lies!
--------------------------
Missile Tank #24 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Missile Tank is in Crateria, the upper part of the large area left of
the Wrecked Ship. Once up there, ride the Trippers left. You'll see, near the
top of the screen, that there's a "flat wall" part of the overhead terrain.
Shoot here to find this Tank. Just approach it, and hold left. As you fall off
the Tripper, you should grab it.
--------------------------
Missile Tank #25 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Missile Tank is in the same room as the above Tank, in Crateria. On the
upper part of this area, head to the left, find the Super Missile block by
using the X-Ray Scope if you have it, and drop down from there after
destroying it. Bomb, then head left to find this.
--------------------------
Missile Tank #26 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Missile Tank is in the Wrecked Ship. After getting the Gravity Suit
(enter the Wrecked Ship via the doors within the terrain barrier in the large
room left of the ship), Bomb the floor where the statue dropped you off, and
head right from there. Bomb at the end, then shoot the rest of the blocks
away. Shoot the Work Robots ahead into the pits and grab this Tank. (See
Reserve Tank #2 for something else you can do here.)
--------------------------
Missile Tank #27 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Missile Tank is in Maridia. Once you have the Gravity Suit, you'll be
able to do this. From the glass tube entrance, head up. On the ground here,
notice the two plants that act as a kind of foreground. They overlap Samus's
sprite. Remember the position of the second-from-right plant. Enter the red
door nearby, kill all Scisers and open the Super Missile gate inside. Run left
with the Speed Booster, store the energy by crouching, then re-enter the room
from before. Position yourself right on that plant I told you about, and
Shinespark straight up. You should barely miss hitting a bunch of platforms,
then come crashing through some terrain close to the top, where this Tank is.
--------------------------
Missile Tank #28 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Missile Tank is in Maridia. In the same room where the above Tank is,
enter the door on the right that's second from the bottom. In the room it
leads to, Wall Jump out of this pit, then go right a bit and fall into the
next pit. Jump into the right wall next to the pink Zebesian to find a secret
passage. Open the red door. Inside, climb up the right wall. Using the Tatori
as an elevator helps as well. Along the right wall, there's a spot where this
Tank hides. Just shoot at a weird, slightly differently textured part of the
wall to find this.
--------------------------
Missile Tank #29 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This is in Maridia. From the room in Tank #26, enter the door at the very
top. Next, Grapple swing across the room to the door on the other side. Enter
it. Next room, climb up, enter the door at the top. Finally, in this room,
just walk right until you see the Missile Tank. It's behind a fake wall.
--------------------------
Missile Tank #30 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- From Tank #28 above, take the door to the left. Follow the room next, even
past the fake wall at the end, and enter the next door. At the end, fall
through the fake floor to find this, along with a Super Missile Tank!
--------------------------
Missile Tank #31 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- From the metal room that leads to Tanks #28 and #29, instead of climbing up
it, shoot the floor and drop. Enter the green door to arrive in a fairly large
room littered with Yards. Power Bomb out of this alcove, then use the Speed
Booster to run right. When you see a break in the ceiling close to the other
side, Shinespark up there to find this!
--------------------------
Missile Tank #32 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Missile Tank can be found close to the place where you battle Draygon.
After entering the green door after the Grappling Beam gauntlet with
Mochtroids on the right side of Maridia, just head right instead of dropping
down the fake spike pit and shoot the wall at the end to find this.
--------------------------
Missile Tank #33 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Missile Tank is in Maridia. To get this, head to the large room with
Yards (snail enemies). Get to the lower right corner and shoot the floor so
you can reach the terrain below all the artificial stuff. Go down the first
quicksand pit you come across to sink into a hidden room. Immediately after
entering, you should find this Tank. Just jump up the left side to get to
this.
--------------------------
Missile Tank #34 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Missile Tank is in Maridia. To get this, head to the large room with
Yards (snail enemies). Get to the lower right corner and shoot the floor so
you can reach the terrain below all the artificial stuff. Speed Booster run
over the first sand pit, and sink down the other one. In this room, jump up
the shaft just to the left of the sandfall, and keep your X-Ray Scope ready.
- When you're next to a collapsible floor and a ceiling you can shoot out
(found with the X-Ray Scope), first shoot out the ceiling. Now, step onto the
collapsible floor and IMMEDIATELY jump, then use the Morph Ball while hugging
the right wall. If you did it right, you should enter the Morph Ball tunnel
above. If you have the Spring Ball, this makes it much easier, as you can just
jump up there while still in the Morph Ball. Once in the tunnel, the Missile
Tank can be found here, alongside a Reserve Tank in an Item Sphere.
--------------------------
Missile Tank #35 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This can be found in Crateria. From the landing site, Space Jump up along the
left cliffside. When you see the long, flat part of the cliff, use a Power
Bomb from there in mid-air to find a hidden tunnel. Enter the door behind
there. Pass through the next hall while being Power Bomb happy, enter the door
at the end. You'll see a shrine with an Energy Tank, but you can Bomb the
floor in front of the Chozo statue so you can roll under it, continuing left.
Do more Power Bomb spamming to get past the obstacles, enter the door. From
here, shoot the terrain in front of you, and fall past the collapsible terrain
until you see two Missile Tanks. Shoot the wall of the one closest to you and
grab one of them.
- Careful positioning on the collapsible floors can allow you to grab both
Tanks in one trip. Try to do this. It's made much easier with the Spring Ball.
--------------------------
Missile Tank #36 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This is in the exact same place as Tank #34 above, so read that entry to get
this one.
--------------------------
Missile Tank #37 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This is in Brinstar. From the leftside elevator to Crateria, enter the top
right door. Now, if you have the Speed Booster, use it to run across the top
path, narrowly getting underneath the closing gates. Once on the other side,
enter the red door. Roll through the pipe in the floor as a Morph Ball to find
this Missile Tank.
--------------------------
Missile Tank #38 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This is in Brinstar. In the same room as the above Tank, Bomb the wall just
to the right of the Tank to find this hidden.
--------------------------
Missile Tank #39 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This is in Brinstar. In the large pink room, you may find some Grapple points
around the center of it. Use the Grappling Beam to swing across to the left
side to find this Tank!
--------------------------
Missile Tank #40 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This is in Brinstar, more specifically, in the "old blue Brinstar" area. You
can access either from the elevator in Crateria's "old Tourian" or from the
"staircase-shaped" room in Brinstar. Either way, get to the rightmost room
where part of the ceiling is severely lowered, almost touching the ground. Use
a Power Bomb to clear out enough for walking space, then use the Speed Booster
here. Once you do, Shinespark up from the black spot within that lowered
ceiling. Enter the door.
- Inside is some water and spikes, but the X-Ray Scope reveals an invisible
path above. Jump up there (easy with the Gravity Suit) and run across to avoid
the boulders. Enter the door to find this Missile Tank!
--------------------------
Missile Tank #41 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Missile Tank is found in the same room as #39. Just shoot the blocks
that are below the pedestal to find this. Easy.
--------------------------
Missile Tank #42 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Missile Tank is found in Brinstar. More specifically, the "Kraid's Lair"
area. In the room where you fight Keyhunters, inspect the right wall with the
X-Ray Scope to find this with some Power Bomb blocks blocking it. Use one of
those Power Bombs, then jump and Morph to get up there (or use the Spring
Ball) and grab this.
--------------------------
Missile Tank #43 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Missile Tank is found in Norfair. More specifically, Lower Norfair. To
get this, go left from the elevator connecting the Lower and Upper parts, and
follow the path here to arrive at a room where you fight the Golden Torizo.
From this alcove, you'll find this Tank. Reach it via careful Space Jumps or
Spring Ball spam (hold the jump button while in Morph Ball if you have the
upgrade).
--------------------------
Missile Tank #44 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Missile Tank is found in Lower Norfair. After getting the Screw Attack,
follow the halls. At the top of the one filled with Namihes and gold
Zebesians, shoot the ceiling and enter the door up there. In the next room,
shoot the floor, drop. Bomb the extreme left side here, and move left into a
heart-shaped room with this Tank!
--------------------------
Missile Tank #45 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Missile Tank is found in the right-most part of Norfair, reached from
Lower Norfair. After getting past the large room with rapidly rising acid,
enter the dimly-lit room close by and climb it. At the top, go left through
the wall and into the door. Follow the next room, and go right when you see
the door. You'll find this Tank.
--------------------------
Missile Tank #46 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- From the above Tank, enter the door to the left. Get through the room, and
roll under the rock to get to the other side. Once on the first ledge, Bomb it
to find a weak part of it. Drop in, and roll left to pick up this final
Missile Tank.
___________________________________
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^\
< Super Missile Tanks >\
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv \__________________________
Super Missiles make their debut in Super Metroid. They're much more powerful
than regular Missiles and can open green doors and destroy their own blocks.
There are a total of 10 Super Missile Tanks in the game. Very rare, but each
Tank gives you five Super Missiles added to your total, making a total of 50.
More than enough.
--------------------------
Super Missile Tank #01 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This can be found in Brinstar. Get to the top of the large pink room and make
your way to fight Spore Spawn. It's required to do this unless you sequence
break. After defeating Spore Spawn, climb up and follow the rooms, falling
down an Air Hole. You will eventually find this.
--------------------------
Super Missile Tank #02 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This can be found in the Wrecked Ship. As you make your way to Phantoon at
the bottom of the ship, you'll notice a grey door. Once Phantoon is defeated,
the ship's power will be back on and this door can now be openable. Enter it
to find this Tank just sitting around...amidst a bunch of frayed wires that
spark every once and a while.
--------------------------
Super Missile Tank #03 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This one is also in the Wrecked Ship. Pretty much on the opposite side of
where the door to #2 is, Bomb the right wall to find a hidden passage. Enter
the door past this, kill the Bulls with charged shots, then head right to what
seems to be a dead-end. Plant a Power Bomb here to reveal four tunnels. Enter
the one that's second from the bottom to get to an adjacent room where this
Tank hides.
--------------------------
Super Missile Tank #04 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This one is in Maridia. From the glass tube entrance, go up. In the next,
larger room, keep climbing. Enter the door at the top. Drop down in the next
room, find a hidden Morph Ball tunnel along the left wall by using the X-Ray
Scope. Scisers can also help you find it, since they climb right into it. Do a
jump and Morph Ball into the tunnel. At the end of it is this Tank.
--------------------------
Super Missile Tank #05 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This is also found in Maridia. Enter the large room that Tank #4 above
mentioned that had a hidden Morph Ball tunnel. Swing across to the door on the
right and enter it. Climb up the metal structures in this next room and enter
the door. Next room, emerge from the water and enter the door to the left.
Follow the room, past the fake wall, jump up, and into the next door. Get to
the end of this room and fall down the fake floor in the pit to find this
alongside a Missile Tank.
--------------------------
Super Missile Tank #06 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Super Missile Tank is found in Maridia. From the metal room mentioned in
Tank #5's entry just above, instead of climbing, shoot the floor and fall
through. Enter the green door. In the next (large) room, Power Bomb to get out
of here, then run right for the Speed Booster. Store the energy, then find the
small break in the ceiling on the right side. Shinespark up it. You'll find a
Missile Tank, but further ahead is this Super Missile Tank. Just make sure to
not fall down the collapsible floor in front of the Tank.
--------------------------
Super Missile Tank #07 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This can be found in Crateria. You need the Ice Beam, Speed Booster, and
Power Bombs. (Plasma Beam helps too.) Once you have that equipment, head into
the "old Tourian" part of Crateria. From the bottom of the "escape shaft,"
climb up just a bit to find a very small platform hugging the right wall. Bomb
here to open up a passage. Enter the yellow door that's behind there. In here,
move right to find Boyons. Freeze them (Plasma Beam is really helpful here in
hitting multiple enemies), then Speed Booster run across them. Shinespark up
the shaft, and you'll find this! You can exit via the Grappling Beam from
here.
--------------------------
Super Missile Tank #08 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Super Missile Tank is found in Brinstar. From the leftmost elevator to
Crateria, enter the top right door. If you have the Speed Booster, run right
along the top part of the room, narrowly getting under the closing gates. Once
on the other side, shoot the ceiling to find an opening. Jump up there and
beware of Wavers and Sidehoppers as you move back left to find this.
--------------------------
Super Missile Tank #09 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Super Missile Tank is found in Brinstar. From the leftmost elevator to
Crateria, drop down as far as you can go, then Power Bomb the floor to
continue going down. Enter the door, past the Beetom room, and you'll get to a
metal block room. Using the X-Ray Scope, there's a hidden pit. Jump over that
over to where an Energy Tank should be, then enter the green door to find
this.
--------------------------
Super Missile Tank #10 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This final Super Missile Tank can be found in Norfair. After using the
elevator to get to the lower part of Norfair, take a left and follow that path
to eventually get to a room where you fight/fought the Golden Torizo. After
getting the Screw Attack just after that battle, return to that room and Space
Jump up the right side. The Screw Attack will reveal an alcove by carving
through weak parts of the ceiling. Shoot the left wall from here to find this!
___________________________________
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^\
< Energy Tanks >\
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv \__________________________
This shows where you can get all the Energy Tanks in the game. There are a
total of 14 Energy Tanks, and this time, unlike Metroid and Metroid II, Samus
can hold them all! Awesome! Each Energy Tank upgrades her energy up 100 units.
So, she can have a total of 1499 energy!
--------------------------
Energy Tank #01 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This is in Crateria. From the ship, head straight left. Bomb the wall at the
end instead of going down, and keep going left. At the end of the slanted hall
you will find this. Easy.
--------------------------
Energy Tank #02 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This is in Norfair. Pretty simple to find, too. From the elevator to
Brinstar, go down to the bottom where a red door is. Shoot it open and enter
to find this easy item.
--------------------------
Energy Tank #03 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This is in Brinstar. In the Kraid's Lair part of Brinstar, you may have to
pass by a grey door that doesn't seem to open. Well, after defeating Kraid and
getting the Varia Suit, this grey door now is openable. Inside are some
Beetoms (which have to be killed in order to exit the room), and an Energy
Tank hidden in the ceiling.
--------------------------
Energy Tank #04 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This is found in Norfair. In the room where you fight Crocomire, you may
notice that there's grapple hooks along the ceiling above the acid pit on the
right side. If you swing across using the Grappling Beam, you can find this!
--------------------------
Energy Tank #05 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Energy Tank is in the Wrecked Ship. Once Phantoon is killed, enter the
door below the Save Room. Kill the Bull here with a charged shot, then head
right to enter a door. (It might be easier once you have the Gravity Suit for
this.) Cross this perilous spiked room to the next one, which has a bunch of
sparking wires. Head up to the very top of this room (yes, even past the door
to the right) by shooting through ceilings to find a red door. Enter it.
Inside this room, carefully jump across the platforms to the other side where
this awaits.
--------------------------
Energy Tank #06 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Energy Tank is in Maridia. From the glass tube entrance, go up. In the
tall room here, go up past the red door and enter the one above it. Inside,
Wall Jump your way out, then go down the other pit. Jump at the right wall
next to the pink Zebesian for a secret passage. Enter the red door. Inside,
jump on the Tatori and it'll take you up. At its peak, jump, and use the
Grappling Beam on the lone hook. An Energy Tank is on it. Just swing so that
you drop on this.
--------------------------
Energy Tank #07 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Energy Tank is in Maridia. From the glass tube entrance, go up to the
next room. Climb up and enter the door at the top. Grapple swing across to the
other side of the next room, and enter the door. Next, shoot through the floor
and fall down it. Enter the green door down there. In the next room, Power
Bomb out of the alcove, then make your way to the upper left door by use of
Grappling Beam-assisted Wall Jumps, or normal Wall Jumps. Either way, get past
the next room filled with Mochtroids, then past the Botwoon battle room. In
this next room is a hall with quicksand. Do a running jump towards the lowered
ceiling and quickly Morph Ball in mid-air while holding right. You should
land inside the wall. Roll right to claim your prize.
--------------------------
Energy Tank #08 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Energy Tank is in Crateria. To get this, get to the landing site. Space
Jump up the left cliffside. When you get to a long, flat part of the
cliffside, immediately use Morph Ball and plant a Power Bomb to reveal a
tunnel. Enter the door inside. In this cave, you'll have to get past Yapping
Maws and Wavers while dealing with the acid that keeps rising and falling. Use
Power Bombs to destroy all the rocks that are blocking the passage. Enter the
door at the end to find this!
--------------------------
Energy Tank #09 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Energy Tank is in Brinstar. From the leftmost elevator room to Crateria,
drop down to the ground, then Power Bomb that ground to get further down.
Enter that door, then past the Beetom room, and you'll get to a metal room
where you see this. There's a pit in front of it, so find it via use of the
X-Ray Scope, and jump over to it.
--------------------------
Energy Tank #10 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Energy Tank is in Brinstar. Make your way to the large pink room, and
enter the yellow door on the right side of this room by using a Power Bomb.
Inside, kill the Sidehoppers, then jump to find a Grapple point. Use the
Grappling Beam on it and swing in such a way so that you land on it, then aim
and shoot the Wave Beam at the gate to the right to open it. Now swing your
way in there and enter the door. Inside is this Tank. You can also more easily
get this with the Space Jump instead of the Grappling Beam.
--------------------------
Energy Tank #11 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Energy Tank is also in Brinstar. Get to the bottom of the large pink
room, and enter the small room where you would get the Charge Beam. In here,
plant a Power Bomb to open up the pipe beneath the Chozo statue, so use the
Morph Ball to get past there. Enter the red door. In the next room, you'll
need the Gravity Suit and the Speed Booster. Run left to activate it and crash
through a bunch of stuff, eventually getting to this Tank.
--------------------------
Energy Tank #12 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Energy Tank can be found in Brinstar, more specifically, the "old blue
Brinstar" area, accessed either from Crateria's "old Tourian" elevator, or
from Brinstar's "staircase-shaped" room. Either way, get to the rightmost room
where the massively-lowered part of the ceiling is. Shoot the ceiling left of
it to find this. You can reach this with the High Jump Boots. Hey, just like
the original Metroid!
- For the more skilled, you can use infinite Bomb Jumping to reach this. You
can also get this even earlier through enemy manipulation. Once you have
gotten your first Missile Tank and have re-entered Crateria, re-enter Brinstar
to find that there are now enemies populated here. By enemy manipulation, you
can jump up to the Tank, then get hit to be sent upward a little more into the
Tank to collect it.
--------------------------
Energy Tank #13 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Energy Tank is in Lower Norfair. From the elevator that links the two
parts of Norfair, and take a right. Enter the door. Next, use a Power Bomb and
fall down the middle of the floor. Go right, past a rising acid hall with
pillars (need the Screw Attack), past a horizontal room with gold Space
Pirates and Namihes, and enter the door at the top. Get through the large room
with rapid rising acid. Enter the door at the other end, then the next door.
- You should be in a dimly-lit room. Freeze and Super Missile the Fune just
ahead of you, then go where it was for a hidden part of the room, and where
you'll figure out the light source: a bunch of Fire Fleas. Just use the Space
Jump to get the Energy Tank here.
--------------------------
Energy Tank #14 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Energy Tank is in the small room next to where you fight Ridley, where
you find that the baby Metroid is loose. This Energy Tank is hiding just
underneath the door. Shoot the wall. Expecting directions? It should be easy
to find Ridley's room, boss rooms are always shown on the map.
___________________________________
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^\
< Power Bomb Tanks >\
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv \__________________________
This lists all the Power Bomb Tanks in the game. Like the Super Missile Tanks,
each one gives you five Power Bombs to your total, and you get 50 maximum,
which adds up to 10 Power Bomb Tanks. Again, a rare item to find.
--------------------------
Power Bomb Tank #01 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This one is found in Brinstar. After getting the Ice Beam, you can exit red
Brinstar. This time, you'll have to get to the very top of the red Brinstar
vertical room using said Ice Beam to freeze Rippers and use them as platforms.
Once at the top, make your way across the hazardous room, then in the next,
shoot through floors to find a green door. Enter it with a Super Missile, and
the Tank should be in a Chozo Statue's hands.
--------------------------
Power Bomb Tank #02 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This one is also found in Brinstar, very near where you find the first one.
In the room with the elevator that leads to Crateria, you'll find a green
door. Enter that one with a Super Missile, then take down the Sidehoppers
inside. Find the Samus Eater that doesn't have a Yapping Maw, Power Bomb the
bridge out, and fall through that Samus Eater to find this.
--------------------------
Power Bomb Tank #03 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Power Bomb Tank is found in Norfair, left of the room where you fought
Crocomire. In this room is a Ripper II near the ceiling. Use it as a point for
the Grappling Beam and swing across to the other side with it. Enter the red
door and you'll get this.
- This can be gotten without the Grappling Beam. Instead of swinging across the
Ripper II, you can just do a running jump from the platform when it's at its
highest point over to the ledge with the red door.
--------------------------
Power Bomb Tank #04 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This is found in Maridia. To get this, head to the large room with Yards, the
snail enemies. Get to the lower right corner of the room and shoot the floor
to gain access to the terrain below. Sink down into the first quicksand pit
you find to gain access to a secret room. From the right of the sandfall, jump
up the little shaft, and when you get to a drop, change into the Morph Ball,
and drop straight down, hugging the right wall. You should squeeze into a hole
just below the collapsible floor (that is below a wider entrance), and this
Tank should be hidden in there. You can also enter this little chamber from
the right side in a similar manner.
--------------------------
Power Bomb Tank #05 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This is found in Crateria. In the landing site, build up a Speed Booster
charge, then release a diagonal-upward Shinespark to the right from the left
of the ship. To do this, just hold the button that lets Samus aim diagonally
upwards before jumping for the Shinespark. Once up at an alcove, enter the
yellow (Power Bomb) door. In this room, make your way across the acid and
Alcoons to find this.
- Alternatively, you can reach that alcove with the yellow door by using the
Space Jump.
--------------------------
Power Bomb Tank #06 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This is found in Brinstar. From the leftmost elevator room to Crateria, drop
to the bottom, Power Bomb, then drop some more. Enter some doors to the left
until you get to a room that looks like metal blocks, and fall down the hidden
pit. Go right under and through the spike-lined room, and when you enter the
door at the other side, you'll meet three friendly faces: the Etecoons.
They'll somersault jump toward the right wall and jump from them. Thus,
they're there to teach new players how to Wall Jump. Get to the top, and
you'll see an Etecoon stay behind. This one will jump towards the right wall
and enter a Morph Ball tunnel. Do the same thing (Morph in air) and you'll
find this Tank!
- You can make this easier on yourself by having the Space Jump and Spring Ball
with you here.
--------------------------
Power Bomb Tank #07 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This is found in Brinstar. To get this, first make your way to the large pink
room. Now, use the Grappling Beam to swing to the left side from where you see
the Grapple points. Drop just right of where the Missile Tank should be here,
plant a Power Bomb, then jump through the left wall. In this passage, kill the
large Sidehoppers, then find the obvious Super Missile block in the floor here
(it's clearly marked without using the X-Ray Scope). Fire a Super Missile at
it and drop down to find this.
--------------------------
Power Bomb Tank #08 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This is found in Brinstar. More specifically, the "old blue Brinstar" area.
To get to this Tank easily, head to the "staircase-shaped" room. From the top,
use the High Jump Boots and do a running jump up and right to find a yellow
door. Open this with a Power Bomb and head inside. Kill the large Sidehoppers,
then head right to find a wall. Bomb the bottom of it to find a passage, where
this Tank is! Power Bomb usage from here leads to the actual old Brinstar
area.
--------------------------
Power Bomb Tank #09 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This can be found in Lower Norfair. Once you get to the right side and get
past the large room with rapid rising acid (the path to it is fairly linear
from the elevator to Lower Norfair), Power Bomb, then drop. Go down to the
bottom of this room, past all the Keyhunters, then Power Bomb at the bottom.
Roll right with the Morph Ball, Power Bomb again, and enter the yellow door
you opened. Power Bomb once more to reveal a hole in the lower left, so enter
it. Get to the end of this room where large Dessgeegas abound, then Power Bomb
again. A small rock beside the main attraction (the headless structure being
destroyed) will break. Roll through that small part to find this!
--------------------------
Power Bomb Tank #10 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This last Power Bomb Tank is found in the right-most part of Norfair, reached
from Lower Norfair. After getting past the large room with rapidly rising
acid, enter the dimly-lit room close by and climb it. At the top, go left
through the wall and into the door. Follow the next room, and go right when
you see the door. You'll find a Missile Tank. Get past that by finding Morph
Ball tunnels in the right wall. Use the X-Ray Scope to help you out. Once you
get to the end, open the door. Inside, shoot the face on the right pillar,
then stand on it to collapse it so you can collect this.
___________________________________
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^\
< Reserve Tanks >\
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv \__________________________
Reserve Tanks are the rarest of all the upgradeable items. Reserve Tanks serve
as a safeguard: if Samus's energy gets to 0, and she has her Reserve Tanks
filled, they will activate, healing her a full Energy Tank for each Reserve and
preventing her from death. There are four Reserve Tanks in the game, so that
can potentially give you 18 total Energy Tanks to deal with in total. Reserve
Tanks fill up if you collect energy while having full energy. The Reserve Tank
function can be switched to Manual if you so wish. By doing this, you can
choose exactly when to use those Reserve Tanks, instead of waiting for your
energy to run out.
--------------------------
Reserve Tank #1 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This one is found in Norfair. From the green bubble room, make your way to
its top via the room next to it that has Alcoons. Swing across to the green
door and open it. This is where you find Missile Tank #17. However, continue
further by shooting the left wall near the ceiling, finding an opening. Enter
it, and enter the door past it. Cross this room and this Tank will be inside
the Item Sphere.
--------------------------
Reserve Tank #2 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Tank can be found in the Wrecked Ship. To get this, make your way to get
the Gravity Suit, via the doors within the terrain barrier between the lower
and upper portions of the area left of the Wrecked Ship. From where the Chozo
statue drops you off, Bomb the floor in front of it, then roll right with the
Morph Ball. Bomb to get some room, and shoot the rest of the blocks. Transform
and roll out...of here to find some Work Robots. Shoot them into the pits and
you'll find a Missile Tank, if you haven't grabbed it already. Plant a Power
Bomb to destroy the statue and the wall, then run right to store up a
Shinespark by using the Speed Booster. Shinespark up the hole at the end, then
drop into the small room. Jump over the hidden pit here (use the X-Ray Scope
to find it), and grab this Tank.
--------------------------
Reserve Tank #3 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Reserve Tank is in Maridia. To get this, head to the large room with
Yards (snail enemies). Get to the lower right corner and shoot the floor so
you can reach the terrain below all the artificial stuff. Speed Booster run
over the first sand pit, and sink down the other one. In this room, jump up
the shaft just to the left of the sandfall, and keep your X-Ray Scope ready.
- When you're next to a collapsible floor and a ceiling you can shoot out
(found with the X-Ray Scope), first shoot out the ceiling. Now, step onto the
collapsible floor and IMMEDIATELY jump, then use the Morph Ball while hugging
the right wall. If you did it right, you should enter the Morph Ball tunnel
above. If you have the Spring Ball, this makes it much easier, as you can just
jump up there while still in the Morph Ball. Once in the tunnel, a Missile
Tank can be found here, alongside the Reserve Tank in an Item Sphere.
--------------------------
Reserve Tank #4 [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Reserve Tank is in Brinstar. From the leftmost elevator to Crateria,
enter the top right door. Run along the top part with the Speed Booster to get
under the gates, and enter the red door you see. Inside is this final Tank.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
/ ========================================================================= \
( C R E A T U R E S )
\ ========================================================================= /
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This section displays all the creatures you can encounter in the game, big and
small. Enemies are listed alphabetically, bosses are listed chronologically.
(Though keep in mind that the boss order CAN be changed around by player will.
The power of Super Metroid's non-linearity at work!)
___________________________________
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^\
< Enemies >\
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv \__________________________
--------------------------
Alcoon
¯¯¯¯¯¯
- The Alcoon is a bipedal Dragon (possibly an evolved form) with stubby wings
that pop out of the ground in specific places of Norfair and Crateria. They
are quite durable, as it takes about five Missiles to kill one.
--------------------------
Atomic
¯¯¯¯¯¯
- Atomics appear to be a universal power source for many ships, as they are
found within the Wrecked Ship, attached to some machinery. Some Atomics have
broken out though and float around freely, approaching Samus slowly when she
is near. They can be destroyed through enough damage, but can be disrupted
with a fully charged shot.
--------------------------
Beetom
¯¯¯¯¯¯
- Beetoms are parasitic creatures found in select parts of Zebes. These
creatures hop around much like frogs. When they attach to prey, they start
sucking the life energy out of it, strikingly similar to a Metroid's method
of attack. Beetoms can be frozen or killed with other non-Beam weaponry.
--------------------------
Boyon
¯¯¯¯¯
- Boyons are yellow, gelatinous creatures that jump from their original spot,
then get back down. They are mostly used as platforms with the help of the Ice
Beam, but they can be killed with several (and I mean several) Super Missiles
or Power Bombs. So it's not worth it to kill these things.
--------------------------
Bull
¯¯¯¯
- Bulls are floating, spherical enemies with multiple eye stalks coming out
from it. They can be found in the Wrecked Ship and Maridia, and constantly try
to come after Samus once it spots her. Its weaknesses are Super Missiles, the
Grappling Beam, Power Bombs (multiple), or the Plasma Beam.
--------------------------
Cacatac
¯¯¯¯¯¯¯
- Cacatacs are mobile, cactus-like plants found in many different areas of
Zebes, their color reflecting their surroundings. They attack by swelling up,
then quickly deflating, sending five spikes out all around them. They can be
killed with a Missile or Charge Shot.
--------------------------
Choot
¯¯¯¯¯
- The Choot is a creature similar to the Chute Leech from SR388. These enemies
appear flat on the ground, then when Samus approaches, they leap, and then
float down to the ground before repeating the process. Mostly an annoyance
than an actual threat.
--------------------------
Covern
¯¯¯¯¯¯
- The Covern is an apparition that appears in the Wrecked Ship when the power
is off. These spirits of the deceased crew of the ship haunt anyone who dares
to enter the ship, entrapping their victim and causing damage. Coverns are
disrupted with energy (Beams), but aren't very weak to it.
--------------------------
Dachora
¯¯¯¯¯¯¯
- The Dachora is a friendly species found in Zebes (more specifically,
Brinstar) that teaches Samus the Shinespark technique of the Speed Booster. It
is an optional encounter, but most new players most likely encounter it and
first learn of said technique, even though you're able to do it from the
moment you get the Speed Booster. The Dachora is later found with a group of
Etecoons in the Bomb Torizo's room during the escape sequence: shoot the right
wall with the Hyper Beam to set them free and slightly change the ending.
--------------------------
Dessgeega
¯¯¯¯¯¯¯¯¯
- Dessgeegas are creatures similar to Sidehoppers, living in the molten climes
of Zebes. They sport thick, spiked skin, and hop around similarly to
Sidehoppers.
- Like Sidehoppers, Dessgeegas come in two sizes. The child form is weaker and
requires two Missiles to kill. The larger form requires heavy weaponry (though
are instantly killed by the Speed Booster or Screw Attack) and are found in
the lower parts of Norfair.
--------------------------
Dragon
¯¯¯¯¯¯
- Dragons are seahorse-like creatures that live in Norfair and in select places
of Crateria, occasionally popping out from hiding and spitting fireballs at an
arc towards Samus. They seem to be invulnerable to Beams for the most part,
with the exception being that they can be frozen with the Ice Beam.
--------------------------
Etecoon
¯¯¯¯¯¯¯
- The Etecoons are another friendly species found in Zebes. Once again, in a
place of Brinstar. These monkey-like creatures sing the "Item Acquisition"
theme in their own voices, then teach Samus how to Wall Jump. One of them also
shows how to reach a Power Bomb Tank. These Etecoons are later seen with a
Dachora during the escape sequence. Shoot the right wall with the Hyper Beam
to destroy it and allow them to escape. This slightly changes the ending.
--------------------------
Evir
¯¯¯¯
- Evirs are maridian creatures that are possibly offspring of Draygon, as they
appear similar to the gargantuan beast. They mostly pop up from quicksand to
fire spiky projectiles at Samus. They can be killed with the Plasma Beam.
Harmless green Evirs appear in Draygon's room, and are apparently subserviants
to it.
--------------------------
Fire Flea
¯¯¯¯¯¯¯¯¯
- Fire Fleas are bioluminescent creatures, extremely similar to an earth
firefly. They leave well enough alone and don't attack, usually acting as
living lanterns in otherwise dark caverns.
--------------------------
Fune
¯¯¯¯
- Funes are wall-dwelling, eyeless creatures found in Norfair. They are pretty
much invulnerable, and spit blue-hot fireballs when they feel threatened. It
is suggested that Funes are non-mature versions to the Namihe, a similar
creature.
--------------------------
Gadora
¯¯¯¯¯¯
- An unofficial translation of the name, but it'll have to do. Gadoras are
creatures that encase themselves over certain doors, usually as guards to
bosses, which suggest they may be a Zebesian space pirate creation. They
appear as giant eyes, and when open, they fire up to three energy balls at
Samus. To damage them, shoot them in the eye with either three Missiles or one
Super Missile.
--------------------------
Gamet
¯¯¯¯¯
- Gamets are flying creatures with a shell that resembles a mouth. They attack
similarly to Zebs, and are found in many parts of Norfair, appearing out of
bubbles in the ground.
--------------------------
Geega
¯¯¯¯¯
- Geegas come out from Air Holes in Brinstar. They have oversized heads and
small bodies and are usually spawned from Air Holes on walls, so they fly out
in a horizontal pattern, slightly changing their pattern according to where
Samus is.
--------------------------
Geemer
¯¯¯¯¯¯
- Geemers are semi-spherical mollusk-like creatures that crawl along any
surface using some sticky secretion they emit with their feet.
- Geemers come in many different colors. The traditional "Zoomer" color is the
weakest, and goes down in one Power Beam shot. The silver Geemer is
invulnerable to most weaponry. Only a Super Missile, Screw Attack, or more
surprisingly, the Grapple Beam can defeat them.
--------------------------
Geruta
¯¯¯¯¯¯
- Gerutas are creatures that hang from the ceilings of Norfair, and dive down
to attack their prey. They are similar to Reos in this way, but are not as
fast and sporadic.
--------------------------
Holtz
¯¯¯¯¯
- Holtz are very durable flying creatures that are found in lower Norfair. They
are purple, have horn-like projections, and attack similarly to Geruta. Their
hard shell seems to suggest they are space pirate creations.
--------------------------
Kago
¯¯¯¯
- Kago are very small creatures that live in red, spherical colonies encased in
an extremely durable substance. When the colony is shot at, Kago sprout out
and attempt to protect the colony. Kago are extremely weak though and can't
stand up to much if the predator takes them down from afar. Though the hives
are really durable, they will eventually give way if dealt enough damage.
--------------------------
Keyhunter
¯¯¯¯¯¯¯¯¯
- Also known as Kihunters (or Ki-Hunters), these pirates from another galaxy
were "hired" by the Zebesians to rebuild Zebes. They are much more bug-like in
comparison to the Zebesians, being able to spit acid and also have the ability
to fly with their wings. If their wings are ripped off though, they hop around
instead. Interestingly enough, the color of Keyhunter you encounter largely
reflects the surroundings.
--------------------------
Magdollite
¯¯¯¯¯¯¯¯¯¯
- Magdollites are creatures made of lava. They attack by stretching a long
"arm" of lava to their prey, and throwing lava. They can be seen with green
eyes and teeth before you approach them. They are vulnerable only to the Super
Missiles, and can also be frozen.
--------------------------
Mella
¯¯¯¯¯
- Mellas are fiery flies found in Norfair. They attack similarly to Mellows,
and are usually in seperated swarms. There's not much to speak of them,
really.
--------------------------
Mellow
¯¯¯¯¯¯
- Mellows are small flies that fly in diagonal patterns toward Samus. They
usually fly in large groups and thus can overtake certain prey. They are only
found in select areas of Crateria and go down to one Power Beam shot.
--------------------------
Menu
¯¯¯¯
- These small, fly-like enemies are found in Maridia. They appear sparingly,
and attack similarly to Mellows and Mellas. Not much to say.
--------------------------
Metaree
¯¯¯¯¯¯¯
- An enhanced version of the Skree, with brown bodies and metal wings that make
them invulnerable to all but the most potent of weapons, at least from the
side. It is possible these Metarees are engineered by the space pirates.
--------------------------
Metroid
¯¯¯¯¯¯¯
- Metroids are dangerous parasites that have the ability to quickly drain the
energy of its victim after latching on. Though they can eventually be
destroyed with many explosives (Power Bombs), they are easier when frozen:
their body becomes brittle, and can then be easily destroyed with five
Missiles or a Super Missile. If they latch on to Samus, knock them off with
well-placed Bombs and Morph Ball movement.
--------------------------
Mini-Kraid
¯¯¯¯¯¯¯¯¯¯
- Referred to as Sclayd in Super Metroid's code, this mini version of Kraid is
found just a couple of rooms away from real Kraid in Brinstar. Attacks much
like real Kraid by shooting spikes out from its belly and spits out rocks. It
only takes a few Missiles to kill one, but it usually drops good pickups.
--------------------------
Mochtroid
¯¯¯¯¯¯¯¯¯
- Mochtroids are failed space pirate experiments to clone Metroids. As such,
they have fewer internal nuclei, and their membranes are extremely brittle.
They can even be shocked to death with the Grappling Beam. They can still
drain energy, but have trouble latching on due to their weak fangs. These can
be found in certain parts of Maridia.
--------------------------
Multiviola
¯¯¯¯¯¯¯¯¯¯
- The flameballs called Multiviolas are adult versions of the Violas, able to
fly around in areas of Norfair. Some move extremely fast, while others are
extremely slow. Their durability largely remains the same despite their speed.
--------------------------
Namihe
¯¯¯¯¯¯
- The Namihe is an apparently skeletal creature with red eyes found in lower
Norfair. They are in the walls and simply act as obstacles, firing constant
blue fireballs straight ahead when they spot Samus. They cannot be destroyed,
but they can be frozen. It is suggested that Funes grow to become Namihes.
--------------------------
Oum
¯¯¯
- The Oum is a crustacean-like creature that balls up and acts as obstacles.
They are found in only a couple of rooms in Maridia. They will occasionally
throw their tentacles out quickly, dealing a decent amount of damage.
--------------------------
Owtch
¯¯¯¯¯
- The Owtch is a spiked shell enemy that appears in certain areas of Maridia.
Their hard shells are mostly invulnerable to any weapons, though the Speed
Booster can still kill them.
--------------------------
Powamp
¯¯¯¯¯¯
- Powamps are small creatures bearing similarities to Phantoon, but have no
known relation. They are in Maridia and are docile, though they can cause
damage if touched. The Grappling Hook can be used on them, thus they can be
swung from. Powamps explode when shot at, sending spiky projectiles in every
direction.
--------------------------
Puyo
¯¯¯¯
- Puyos are putty-like creatures that can stretch themselves to considerable
lengths and can leap pretty high. They're usually weak, and are usually
yellow. They can be red or green though. White Puyos, only found as a group in
one room of Maridia, seem to be docile species.
--------------------------
Reo
¯¯¯
- This grotesque, yellow-ish bug with large wings can be found in areas of
Brinstar and Crateria. They roost on the ceiling and come down quickly in
swoops to attack anything that wanders near it. A well-aimed Missile can kill
them.
--------------------------
Rinka
¯¯¯¯¯
- Rinkas are red energy "bullets" that are fired from certain cannons in
Tourian, and follow a straight path where Samus stood once they were released.
They can be frozen and destroyed, but do not drop any pickups.
--------------------------
Ripper
¯¯¯¯¯¯
- The Ripper is a beetle-like creature that is somehow able to float in the
air. It is invulnerable to all but the most potent of weapons, and can be used
as temporary platforms by freezing them with the Ice Beam.
--------------------------
Ripper II
¯¯¯¯¯¯¯¯¯
- Ripper IIs are Rippers that evolved a chemical-based internal combustion
propulsion system. (Try saying that five times fast.) They are faster than
regular Rippers but still retain the same weaknesses.
--------------------------
Samus Eater
¯¯¯¯¯¯¯¯¯¯¯
- An unofficial name, but an efficient one. These plants are found in red
Brinstar. True to the name, if Samus drops into one, the plant eats Samus for
a bit before letting Samus jump out. Zebbo nests and Yapping Maws can
occasionally be found inside these plants.
--------------------------
Sciser
¯¯¯¯¯¯
- Scisers are large, crab-like creatures only found in Maridia. They sport
three eyes and gigantic claws, and move similarly to Geemers. They are durable
though, and require many Beam shots to kill.
--------------------------
Shaktool
¯¯¯¯¯¯¯¯
- The Shaktool is a robot found in only one room of Maridia, and can be used to
help access the optional Spring Ball powerup. It uses the excavating gears on
its arms to rip through the sand in the room. Though it can easily be
destroyed by Beams and other weaponry, it curiously is not affected by Power
Bombs, which are necessary for the Shaktool to get access to the sand.
--------------------------
Sidehopper
¯¯¯¯¯¯¯¯¯¯
- Sidehoppers are a native species to Zebes. They technically are bipedal in
that they only have two appendages with which they use to hop around as their
form of locomotion.
- The child Sidehoppers aren't as durable as the adults, though they can still
pose a bit of a challenge due to the smaller size. Adult Sidehoppers are
larger and more durable, which is to be expected. The Blue Sidehopper variant
is rare and only found in Tourian. These are only vulnerable to several Super
Missiles, nothing else. Considering their rarity, location, and
near-imperviousness, it is possible these Blue Sidehoppers are genetically
enhanced Sidehoppers due to the Zebesian space pirates.
--------------------------
Skree
¯¯¯¯¯
- A creature from Zebes that roosts on ceilings and dive-bombs to attack prey.
If they miss, they use their sharp wings to dig through the ground, creating
shrapnel. If shot, they explode into shrapnel, making them doubly dangerous.
--------------------------
Skultera
¯¯¯¯¯¯¯¯
- Skulteras are aggressive fish species found in Zebes. As they are fish, they
are usually found in Maridia. They usually lazily swim back and forth in the
waters, until they spot Samus. They then come racing after her.
--------------------------
Sova
¯¯¯¯
- The Sova is a creature similar to the Geemer in movement. They have
flame-retardant wool and are only seen in Norfair. Yes, these are the Novas
from the original Metroid, yet are re-named for some reason here.
--------------------------
Squeept
¯¯¯¯¯¯¯
- The Squeept is a creature in Norfair that jumps from lava via an internal
combustion propulsion system. Their skin is hard, so only the heaviest of
weaponry can kill them. They are most commonly used as platforms by freezing
them with the Ice Beam, however.
--------------------------
Tatori
¯¯¯¯¯¯
- The Tatori is a large, tortoise-like creature. It sports six legs, and can
retract itself into its shell and "jump", essentially helping Samus to reach
a few items. It is normally harmless, but can attack unrelentlessly if its
young is harmed in any way. Only one of it is found in a room in Maridia, and
the creature no longer appears in other Metroid games. It is assumed to be an
extinct species after Zebes's destruction.
--------------------------
Tripper
¯¯¯¯¯¯¯
- A Tripper is a nonviolent version of a Ripper II. They appear in parts of
Crateria and Norfair, and act merely as moving platforms for Samus. They can't
hurt her, and they are also invincible.
--------------------------
Viola
¯¯¯¯¯
- Violas are balls of flame that resemble faces. They are light blue and follow
the contours of the terrain very similarly to Geemers and Sovas. They mature
to Multiviolas.
--------------------------
Waver
¯¯¯¯¯
- Wavers are flying creatures with wings that resemble a clam shell's. They fly
in a wavelength-like pattern, hence the name. They are seen in areas of
Crateria and take a few shots to kill. Red Wavers can also be found in
Norfair.
--------------------------
Work Robot
¯¯¯¯¯¯¯¯¯¯
- A standard-type robot found in the Wrecked Ship. When the ship's power is
back on, these robots gain power, waddling back and forth, occasionally firing
beam shots as a form of self-defense. They cannot be destroyed, but Beam shots
and/or Missiles can be used to push them back.
--------------------------
Yapping Maw
¯¯¯¯¯¯¯¯¯¯¯
- These (possibly flora-like) creatures rest in certain nests. When Samus
approaches, they will extend and attempt to grab onto her and pull her down,
usually into some spikes or a Samus Eater. They are indestructible, so they
are moreso obstacles than enemies.
--------------------------
Yard
¯¯¯¯
- The Yards are snail-like creatures with large shells. They can be kicked and
thrown around, but are ultimately destroyed by only Bombs. Nothing else. Yards
are only found in the pipe areas of Maridia.
--------------------------
Zeb
¯¯¯
- Zebs come out of pipe-like Air Holes in Brinstar. They are red bugs with two
horns in front, and rush toward Samus whenever she's near. They don't stop
coming out of Air Holes, so they can be used as a form of refill station.
--------------------------
Zebetite
¯¯¯¯¯¯¯¯
- These are used as barriers to help protect Mother Brain. This special ore has
unique properties: as it is damaged, it shrinks, but grows back slowly over
time if left alone. Thus, to completely destroy a Zebetite barrier, it has to
be under constant attack from Missiles until it's finally destroyed.
--------------------------
Zebbo
¯¯¯¯¯
- Zebbos are wasp-like creatures that appear from Air Holes in Norfair and
Samus Eaters in Brinstar. They attack much like Zebs do, so there's not much
to talk about...
--------------------------
Zebesian Space Pirates
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- The most common form of the space pirate group. Their true home is unknown,
though they call themselves Zebesians for turning Zebes into a homeworld. They
are feral in nature and act as an intelligent hive mind if something is
controlling them. In Super Metroid, they are under the control of Mother
Brain, and tamper with Zebes's environment to create new mainstays of their
force. They use their crab-like claws as weapons, and can shoot beams by using
cannons installed within their claws.
- Zebesians come in many different types. The basic type is the grey Space
Pirate. They are extremely weak and die to one shot of the Power Beam. Green
Zebesians are resilient to the Power Beam but can go down with stronger Beams.
Other than that, they can also be killed with a single Missile or several
Bombs. Red Space Pirates are found in Norfair, their color likely due to them
using Varia Suit technology to withstand the area's intense heat. They are
slightly stronger than Green ones. Pink Space Pirates are found in Maridia,
using Gravity Suit technology to allow added resistance and maneuverability in
water. These can only be killed with the Plasma Beam, Speed Booster, or Screw
Attack. Finally, there are the gold Space Pirates. These can be taken down
with Missiles, Super Missiles, Charged Plasma Beam shots, or the Screw Attack.
- The most powerful Space Pirates are Silver Space Pirates. These employ
armor that makes them impervious to any weapon. They are able to throw their
claws which quickly regenerate, and their agility lets them do somersault
jumps, a close-range kick, and a flying dive kick. During their dive kick,
they turn gold, where they have the same weaknesses as regular gold Space
Pirates, except for the Screw Attack. This flying dive kick can be provoked
by jumping over them. Many Silver Space Pirates are found later in Tourian,
but can be killed easily by the Hyper Beam.
--------------------------
Zeela
¯¯¯¯¯
- Zeelas are arthropods, with their eyes protruding from their body in the form
of eye stalks. They move in a similar pattern to Geemers, so they're not that
harmful.
--------------------------
Zoro
¯¯¯¯
- Zoros are creatures that look like giant larva. They can be found in
Brinstar, apparantly molting from recent remains. They usually drop Power Bomb
ammo.
--------------------------
Zoa
¯¯¯
- Zoa are creatures that appear from the sand in Maridia. They're blue-ish and
appear to have "trunks" that curve under them. They act similarly to Zebs and
Zebbos.
___________________________________
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^\
< Bosses >\
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv \__________________________
--------------------------
Torizo
¯¯¯¯¯¯
- The Torizo is encountered very early in the game. Once you get the Bombs, it
comes to life and attacks! It mainly uses a swiping attack and fires loads of
exploding Item Spheres that can be shot for energy and ammo. Missiles are its
weakness, but Power Beam shots can kill it as well. When it gets close, it
uses the swiping attack. You can avoid that by rolling under him with the
Morph Ball. Eventually, after enough damage, the Torizo's head gets blown off
and then moves left and right rapidly like a headless chicken. A couple more
Missiles takes care of it.
- The Torizo is an organic Chozo Statue used as a defense mechanism to guard
sacred items.
--------------------------
Spore Spawn
¯¯¯¯¯¯¯¯¯¯¯
- The Spore Spawn is a plant genetically engineered by the Zebesian space
pirates. It is found in Brinstar and is the guardian for the Super Missiles.
It attacks by swinging around in a figure-eight motion, and the flowers in the
ceiling spawn spores that float down. Spores can be shot for energy and ammo.
To damage this otherwise invulnerable plant, wait until it opens its core and
shoot Missiles there. The more damage it takes, the darker its color gets and
the faster it swings. It takes about 10 Missiles to fully kill it.
--------------------------
Kraid
¯¯¯¯¯
- Kraid is the big boss fought in Brinstar. He is a leading force in the
Zebesian space pirate army, his skin being much like a tank, and his weapons
being completely organic, firing spiky "missiles" from his belly, spitting
out rocks, and flinging fingernails around. Those fingernails can be destroyed
for energy and ammo. His weakness is his opened mouth, which can be shot
whenever he roars. Charged shots, Missiles, or Super Missiles can all damage
him from there. To make him open his mouth, the same weapons can do it. It
takes about four Super Missiles or 20 Missiles/Charge Shots to kill Kraid.
--------------------------
Crocomire
¯¯¯¯¯¯¯¯¯
- Crocomire is a large monster that dwells in Norfair. The chamber it is found
in has a spiked wall on the left, and a pit of acid under a weak bridge behind
the creature. Crocomire attacks by raking Samus with its claw, and breathes
fireballs (that can be shot for energy/ammo). It cannot be killed directly,
only Missiles, Super Missiles, and charged Beam shots to its open mouth can
make it reel back, the distance depending on the strength of the weapon.
Despite that, Power Bombs can actually aggravate Crocomire and make him rush
toward you.
- You "win" the battle by "shoving" Crocomire onto the weak bridge above the
acid, making it collapse and dropping him into the lava, melting Crocomire's
skin and destroying his internal organs. He then later breaks out from the
spiked wall as a skeleton, destroying it, but then later crumbles apart,
finally killing it.
--------------------------
Phantoon
¯¯¯¯¯¯¯¯
- Phantoon is the big boss of Crateria, or more specifically, the Wrecked Ship.
It appears the hold this ghost has on the material world keeps the Wrecked
Ship from receiving power. It doesn't appear to be in line with the space
pirates, but taps into the Mother Brain's vicious brainwaves to act as a
guardian barring Tourian's access. Phantoon's eye is its weakness, apparently
the only part of it that is physical. It is able to manipulate and control
plasma, shedding "tears" of it and using other plasma fireballs to attack.
- Though the eye is weak to almost any weapon, the safest and quickest method
is charged shots without the Ice Beam equipped. Missiles or charged ice shots
can cause Phantoon to disappear and drop random fireballs, starting its
process over, while Super Missiles cause Phantoon to throw out nearly
unavoidable waves of fireballs. Charged shots without the Ice Beam merely
allow Phantoon to float around, visible, with its eye still open. This lets
you get in more hits than usual.
--------------------------
Botwoon
¯¯¯¯¯¯¯
- Botwoon is an underwater dragon that prevents access to a part of Maridia.
This dragon pops its head out from holes in the wall and fires some kind of
shot at Samus in multiple directions. Its weak point is its head, and that can
be hit with Missiles, Super Missiles, and Charged Beam shots. As it takes
damage, it'll swim erratically from one hole to the next, its swimming getting
faster as it takes damage and becomes more reddish. Eventually it'll go down,
allowing access to the rest of Maridia.
--------------------------
Draygon
¯¯¯¯¯¯¯
- This creature is the big boss of Maridia. This ugly creature appears to be
one of the space pirate generals on Zebes...possibly a leader of the Zebesian
marine force. Its weakness is its soft belly, which changes colors the more
damage it takes. Use Super Missiles. It attacks mainly by swooping back and
forth at a high velocity, then swims in slowly, spitting grey mucus blobs at
Samus to attempt to slow her down. If Draygon touches Samus at this point,
it'll grab her and attack viciously with its tail. Samus can escape its grip
if she moves around enough.
- A secret technique to beating Draygon is to first destroy the wall cannons so
they emit electricity, and then waiting to be grabbed. Turn on the Grappling
Beam, and when you're close enough to one of the destroyed wall cannons, shoot
the Grappling Beam at the electricity. If successful, electricity will surge
through the Beam, through Samus (damaging her), and to Draygon, severely
damaging it. Though Samus takes rapid damage, Draygon's death comes much
quicker.
--------------------------
Golden Torizo
¯¯¯¯¯¯¯¯¯¯¯¯¯
- The Golden Torizo can be found in lower Norfair, and guards the Screw Attack.
This powerful Torizo can side-step Missiles, and catch Super Missiles to throw
them back at Samus. Though they can be harmed with those if enough are
spammed, it's more efficient to harm it with charged Plasma Beam shots. It
throws explosive Item Spheres, waves from its hands, and "eggs" that hatch
multiple small bird-like creatures that fly at Samus.
--------------------------
Ridley
¯¯¯¯¯¯
- Ridley is the big boss of Norfair. He sits waiting at the deepest part of
Norfair for Samus's eventual arrival. His attacks are deadly and somewhat
erratic. He uses his tail as a whip, throws fireballs, and occasionally grabs
onto Samus and damages her that way. As he flies around the room constantly,
it is quite difficult to land attacks, and must be chased with the Space Jump.
Missiles, Super Missiles, and charged Plasma Beam shots are able to hurt him.
Once damaged enough, he'll either explode by himself or grab Samus and explode
on her, which the latter oddly doesn't damage her.
--------------------------
Mother Brain
¯¯¯¯¯¯¯¯¯¯¯¯
- Mother Brain is the leader of the space pirates on Zebes, and also controls
many of the planet's mechanical defenses. She is, like last time, linked to a
self-destruction mechanism, though this time the mechanism is linked across
the entire planet, triggering when she's destroyed. She is first found just
like in the original Metroid, dormant inside a Zebetite-encased shell, with
Rinkas, Zebetite barriers, and turrets protecting her. Several Missiles or
Super Missiles can break down the shell and damage Mother Brain herself. After
much damage, the mechanisms around her explode, and she ends up on the floor.
- The second, real phase of Mother Brain then begins, as she rises up from the
ground, sporting a new, horrific body. Her weakness is still her head, and
charged Plasma Beam shots, Missiles, and Super Missiles can damage her. She
has a wide variety of attacks, such as mines that explode along the ground,
"bubble" lasers, explosive lasers, and her most deadly desperation attack: the
Laser Brain Attack. This is capable of draining Samus's suit of much energy,
and also makes her other weapons malfunction, losing all their ammo.
- Though it seems Samus is about to die at the hands of Mother Brain, the Baby
Metroid swoops in just in time and drains Mother Brain's energy and power. The
Metroid then attaches to Samus and transfers the energy back to Samus's suit,
healing her completely. But then, Mother Brain quickly revives herself and
angrily attacks the Metroid, killing the Metroid. The Metroid's remains fall
on Samus, and she is given Mother Brain's ultimate attack. Samus's new Hyper
Beam can then be used to kill Mother Brain effortlessly, and also as a tool to
escape from Zebes.
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/ ========================================================================= \
( L E G A L N O T I C E S )
\ ========================================================================= /
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The words in this FAQ are copyrighted. Do not copy this FAQ and claim it as
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My e-mail address is gmaster2647@gmail.com . You can email me for questions,
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- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
/ ========================================================================= \
( C R E D I T S )
\ ========================================================================= /
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Nintendo - For being such an awesome video game company.
Wikitroid - A great Metroid wiki. Helps me find out the actual enemy names.
Metroid Recon - For being a big help to my guides and being one of the best
Metroid fansites out there.
(There will be more credits later on if I get suggestions and stuff)
*[See you next mission!]*